diff --git a/CMakeLists.txt b/CMakeLists.txt
index d419f1fafc17d3ff297e0e8a7f81797bb9cfb672..c7beda576d50d2a07a804083437a6552b8835b76 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -21,6 +21,11 @@ add_executable("Exam"
 	#src
 	${PROJECT_SOURCE_DIR}/source/src/main.cpp 
 
+	#imgui
+	${PROJECT_SOURCE_DIR}/source/imgui/imgui.cpp
+	${PROJECT_SOURCE_DIR}/source/imgui/imgui_impl_glfw_gl3.cpp
+	${PROJECT_SOURCE_DIR}/source/imgui/imgui_draw.cpp
+
 	#environment
 	${PROJECT_SOURCE_DIR}/source/environment/Camera.cpp
 	${PROJECT_SOURCE_DIR}/source/environment/LightSource.cpp
diff --git a/shader/fragment.frag b/shader/fragment.frag
index 4a16bc86aaf2273fa00e784c88cf1a097adc5cd9..f4e66226512e93d46efecc33fcbb984cd59e133b 100644
--- a/shader/fragment.frag
+++ b/shader/fragment.frag
@@ -206,15 +206,6 @@ void main()
 	}
 
 
-
-	
-/*
-	if(contour){
-		if(position.y > 42.0f && position.y <= 45.0f){
-			color = vec3(0.8f, 0.5f, 0.5f);
-		}
-	}
-*/
 	vec3 phong = ambient + diffuse + specular;
     FragColor = vec4(color * phong, 1.0f);
 }
\ No newline at end of file
diff --git a/source/game/HeightMap.cpp b/source/game/HeightMap.cpp
index 7ed0543f1b90c4f965ef95d470ebd5fa8d8ca6ce..c1fe88629a8e3ba06ade9642063c295a97ab021f 100644
--- a/source/game/HeightMap.cpp
+++ b/source/game/HeightMap.cpp
@@ -118,11 +118,6 @@ auto game::HeightMap::draw(float dt) -> void
 	glm::mat3 normalMatrix = glm::transpose(glm::inverse(glm::mat3(view*modelm)));
 
 	glUniformMatrix3fv(uniforms["normalMatrixID"], 1, GL_FALSE, glm::value_ptr(normalMatrix));
-
-/*	
-	if (this->componentList.at(0))
-		this->componentList.at(0)->draw(*shaderProgram);
-*/
 	
 	this->Draw(*shaderProgram);
 
diff --git a/source/header/globalVar.hpp b/source/header/globalVar.hpp
index 4d48afd44de06ea02bd47dbfcafe0f856124a505..cde71148357be5a54375a59e9f22ace72657c907 100644
--- a/source/header/globalVar.hpp
+++ b/source/header/globalVar.hpp
@@ -4,6 +4,8 @@
 #include <string>
 #include <unordered_map>
 #include "../modeler/Model.hpp"
+#include "../imgui/imgui.h"
+#include "../imgui/imgui_impl_glfw_gl3.h"
 
 #define COLOR_RED     "\x1b[31m"						//!< Ascii character value for color red.	
 #define COLOR_GREEN   "\x1b[32m"						//!< Ascii character value for color green.	
diff --git a/source/helpers/glfw_setup.cpp b/source/helpers/glfw_setup.cpp
index c78af29a13d5c23bf85d9ae5d3394fd4c7c1472b..7236d82b859863d162ca484eb73edc3a83688ae3 100644
--- a/source/helpers/glfw_setup.cpp
+++ b/source/helpers/glfw_setup.cpp
@@ -39,7 +39,7 @@ GLFWwindow* helpers::glfw_setup() {
 	glfwSwapInterval(1);
 
 	glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
-	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);	
+	//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);	
 
 	glewExperimental = GL_TRUE;
     // Initialize GLEW QUESTION: should this be moved to other file?
diff --git a/source/helpers/global_function.cpp b/source/helpers/global_function.cpp
index 2ff2357ec7f903e57a734b0726ffb89fa9037973..a3d21d2b860a8f6f78d2f88e2742e74aa42f4b42 100644
--- a/source/helpers/global_function.cpp
+++ b/source/helpers/global_function.cpp
@@ -168,8 +168,4 @@ void helpers::OnKeyPress(GLFWwindow* window, int key, int scancode, int action,
     } else if ((key == GLFW_KEY_4 && (action == GLFW_REPEAT || action == GLFW_PRESS))){		// Reset glider to its previous position.
     	hm->setSeasonMode(4);
     }
-
-    // TODO
-
-    // UP and DOWN movement.
 }
\ No newline at end of file
diff --git a/source/imgui/.github/CONTRIBUTING.md b/source/imgui/.github/CONTRIBUTING.md
new file mode 100644
index 0000000000000000000000000000000000000000..23abe87f95cdbb8cc05cfbe1ccead1e9a94847e8
--- /dev/null
+++ b/source/imgui/.github/CONTRIBUTING.md
@@ -0,0 +1,31 @@
+## How to create an Issue
+
+Hello! 
+
+You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests occasionally becomes overwhelming, so please do your best to clarify your request. Thank you!
+
+**Prerequisites for new users of dear imgui:**
+- Please read the FAQ in imgui.cpp.
+- Please read misc/fonts/README.txt if your question relates to fonts or text.
+- Please run ImGui::ShowDemoWindow() to explore the demo and its sources.
+- Please use the Search function of GitHub to look for similar issues. You may also browse issues by tags.
+- Please use the Search function of your IDE to search in the code for comments related to your situation.
+- If you get a assert, use a debugger to locate the line triggering it and read the comments around the assert.
+
+**Guidelines to report an issue or ask a question:**
+- Try to provide a Minimal, Complete and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste in one of the examples/ application to understand and reproduce it. Narrowing your problem to its shortest and purest form is often the easiest way to understand it. Often while creating the MCVE you will end up solving the problem!
+- Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
+- If you are discussing an assert or a crash, please provide a debugger callstack. 
+- Please provide your imgui version number.
+- Please state if you have made substantial modifications to your copy of imgui. 
+- When discussing issues related to rendering or inputs, please state which OS you are using, and if you are using a vanilla copy of one of the back end (imgui_impl_xxx files), or a modified one, or if you built your own.
+- When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.).
+- Due to frequent abuse of this service from a certain category of users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and less patience for incomplete questions.
+
+If you have been using dear imgui for a while and/or have been using C/C++ for several years and/or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users of dear imgui will know what information are useful in a given context.
+
+## How to create an Pull Request
+
+- If you are adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
+- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
+- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
diff --git a/source/imgui/.github/issue_template.md b/source/imgui/.github/issue_template.md
new file mode 100644
index 0000000000000000000000000000000000000000..6d57049e0597db41896a8219a71806f09a2ba75d
--- /dev/null
+++ b/source/imgui/.github/issue_template.md
@@ -0,0 +1,12 @@
+You may use the Issue Tracker to ask for help and submit bug reports, feature requests or suggestions. 
+PLEASE CAREFULLY READ THIS DOCUMENT before doing so:
+[CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md).
+
+You can include code snippets using `Begin()` for short in-line snippets, or:
+```cpp
+ImGui::Begin("Hello");
+ImGui::ThisIsMoreCode();
+```
+For multiline snippets.
+
+(Clear this form before submitting your issue. Please read the CONTRIBUTING.md file!)
diff --git a/source/imgui/.github/pull_request_template.md b/source/imgui/.github/pull_request_template.md
new file mode 100644
index 0000000000000000000000000000000000000000..1a6418d5a6f87c8872700dddc01b25f2c8b815dd
--- /dev/null
+++ b/source/imgui/.github/pull_request_template.md
@@ -0,0 +1,6 @@
+- If you are adding a feature, please explain the context of the change: what do you need the feature for?
+- Try to attach screenshots to clarify the context and demonstrate the feature at a glance.
+- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR.
+- You can read [CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md) for more details.
+
+(Clear this form before submitting your PR)
diff --git a/source/imgui/.travis.yml b/source/imgui/.travis.yml
new file mode 100644
index 0000000000000000000000000000000000000000..f4de9ecae3d7110a687fa38400e238afcf760365
--- /dev/null
+++ b/source/imgui/.travis.yml
@@ -0,0 +1,31 @@
+language: cpp
+sudo: required
+dist: trusty
+
+os:
+  - linux
+  - osx
+
+compiler:
+  - gcc
+  - clang
+
+before_install:
+  - if [ $TRAVIS_OS_NAME == linux ]; then 
+       sudo apt-get update -qq;
+       sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
+       wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
+       unzip glfw-3.2.1.zip && cd glfw-3.2.1; 
+       cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
+       sudo make -j $CPU_NUM install && cd ..;
+    fi
+  - if [ $TRAVIS_OS_NAME == osx ]; then 
+       brew update;
+       brew install glfw3;
+       brew install sdl2;
+    fi
+
+script: 
+  - make -C examples/opengl2_example
+  - make -C examples/opengl3_example
+  - make -C examples/sdl_opengl3_example
diff --git a/source/imgui/CHANGELOG.txt b/source/imgui/CHANGELOG.txt
new file mode 100644
index 0000000000000000000000000000000000000000..253f2ddc143e13beb0920713e9fee39caaa8214f
--- /dev/null
+++ b/source/imgui/CHANGELOG.txt
@@ -0,0 +1,739 @@
+dear imgui
+CHANGELOG
+
+-----------------------------------------------------------------------
+
+This document holds the programmer changelog that we also use in release notes.
+We generally fold multiple commits pertaining to the same topic as a single entry, and simplify various things.
+
+Release notes: (with links and screenshots)
+  https://github.com/ocornut/imgui/releases
+
+Changes to the examples/bindings are included within the individual .cpp files in examples.
+
+Individual commits: 
+  https://github.com/ocornut/imgui/commits/master
+
+Report issues, ask questions:
+  https://github.com/ocornut/imgui/issues
+
+-----------------------------------------------------------------------
+
+WHEN TO UPDATE?
+
+It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported.
+Keeping your copy of dear imgui updated once in a while is recommended.
+
+HOW TO UPDATE?
+
+- Overwrite every file except imconfig.h (if you have modified it). 
+- You may also locally branch to modify imconfig.h and merge latest into your branch.
+- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog).
+- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
+- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful. 
+- You may diff your previous Changelog with the one you just copied and read that diff.
+- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development API updates have a little more frequent lately. They are carefully documented and should not affect all users.
+- Please report any issue!
+
+-----------------------------------------------------------------------
+
+VERSION 1.60 (Released 2018-04-07)
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
+
+The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
+Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
+Various internal refactors have also been done, as part of the navigation work and as part of the upcoing viewport/docking work.
+
+Breaking Changes:
+
+ - Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). 
+   e.g. with example back-ends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data).
+ - Reorganized context handling to be more explicit: (#1599)
+   - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+   - removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old back-end from the examples/ folder, remove the line that calls Shutdown().
+   - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
+   - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
+   - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
+ - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
+ - Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
+ - Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer. 
+   If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
+ - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. 
+ - Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
+ - Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
+ - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some binding ahead of merging the Nav branch).
+ - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
+ - Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
+ - Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
+
+Other Changes:
+
+- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub.
+- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323)
+  The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
+ - To use Gamepad Navigation:
+    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. 
+	- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details.
+    - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
+    - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
+ - To use Keyboard Navigation:
+    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
+	- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
+    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
+      For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
+- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
+- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787)
+- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
+- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787)
+- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079) 
+- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787)
+- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599)
+  YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it.
+- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558)
+- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599)
+- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
+- IO: Added io.ConfigFlags for user application to store settings for imgui and for the back-end:
+    - ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation.
+    - ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by back-end).
+    - ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward.
+    - ImGuiConfigFlags_NoMouseCursorChange: Instruct back-end to not alter mouse cursor shape and visibility (by default the example back-end use mouse cursor API of the platform when available)
+    - ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the back-end.
+    - ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use.
+- IO: Added io.BackendFlags for back-end to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
+- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
+- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
+- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing.
+- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337)
+- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
+- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
+- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
+- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
+- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541)
+- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
+- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat.
+- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707) 
+- Style: Enable window border by default. (#707)
+- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
+- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
+- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
+- Popup: OpenPopup() Always reopen existing popup. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
+- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
+- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
+- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533)
+- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time.
+- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag.
+- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574)
+- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!).
+- Columns: Clear offsets data when columns count changed. (#1525)
+- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted]
+- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53).
+- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents.
+- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable).
+- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581)
+- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143)
+- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
+- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
+- InputFloat: Allow inputing value using scientific notation e.g. "1e+10".
+- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011)
+- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
+- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box.
+- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button. 
+- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
+- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
+- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. 
+  If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
+- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
+- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
+- Fonts: Moved extra_fonts/ to misc/fonts/.
+- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote).
+- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
+- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
+- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
+- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
+- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
+- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
+- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
+- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later.
+- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
+- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h)
+- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53.
+- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects.
+- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
+- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files.
+- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
+  (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.)
+- Metrics: Added display of Columns state.
+- Demo: Improved Selectable() examples. (#1528)
+- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
+- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. 
+- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
+- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed.
+- Examples: Using Dark theme by default. (#707). Tweaked demo code.
+- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
+- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc.
+- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3]
+- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504)
+- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504).
+- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
+- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
+- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.
+- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict bindings. (#1628) [@ilia-glushchenko]
+- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495)
+- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis]
+- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565)
+- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495)
+- Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK]
+- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls]
+- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559)
+- Examples: SDL: Enabled vsync by default so people don't come at us with demoes running at 2000 FPS burning a cpu core.
+- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle framerate over 1000 FPS properly. (#996)
+- Examples: SDL: Using scancode exclusively instead of a confusing mixture of scancodes and keycodes.
+- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard.
+- Examples: Vulkan: Visual Studio: Added .vcxproj file.
+- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.]
+- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
+- Various fixes, tweaks, internal refactoring, optimizations, comments.
+
+-----------------------------------------------------------------------
+
+VERSION 1.53 (Released 2017-12-25)
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
+
+Breaking Changes:
+
+- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete).
+- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete).
+- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete).
+- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete).
+- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
+- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
+- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags.
+- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`, `style.PopupBorderSize`). 
+  Use `ImGui::ShowStyleEditor()` to look them up.
+  Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. 
+  It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`.
+- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal popups.
+- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`.
+- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`.
+- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015. 
+- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016.
+
+Other Changes:
+
+- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427)
+- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows. 
+- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`.
+- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets. 
+  - Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions. 
+  - Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`. 
+  - See ImGuiDragDropFlags for various options.
+  - The ColorEdit4() and ColorButton() widgets now support Drag and Drop.
+  - The API is tagged as Beta as it still may be subject to small changes.
+- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds.
+- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650)
+- Style: Added StyleColorsDark() style. (#707) [@dougbinks]
+- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707)
+- Style: Added style.PopupRounding setting. (#1112) 
+- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag! 
+  Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031)
+- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707)
+- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. 
+- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
+- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707)
+- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers.
+- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`.
+  In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787)
+- Combo: Popup grows horizontally to accomodate for contents that is larger then the parent combo button.
+- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices.
+- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the popup on the left side (for small-button-looking combos).
+- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired popup height. 
+- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific popup width/height constraints. 
+- Combo: Offset popup position by border size so that a double border isn't so visible. (#707)
+- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do).
+- InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar]
+- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417)
+- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window.
+- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test.
+- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823)
+- Window: Made it possible to use SetNextWindowPos() on a child window.
+- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame.
+- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822)
+- Window: Sizing fixes when useing SetNextWindowSize() on individual axises.
+- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694)
+- Window: Made mouse wheel scrolling accomodate better to windows that are smaller than the scroll step.
+- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout. 
+  If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accodomate for the border size yourself.
+- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502)
+- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744) 
+- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position.
+- Window: BeginChild() which an explicit name doesn't include the hash within the internal window name. (#1698) 
+- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382).
+- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382)
+- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382).
+- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382)
+- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404)
+- IsWindowHovered(): Always return true when current window is being moved. (#1382)
+- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild). 
+- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab.
+- Scrolling: Fixed padding and scrolling asymetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches.
+- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins]
+- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330)
+- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners.
+- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better.
+- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items.
+- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125)
+- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125)
+- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker] 
+- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125)
+- Indent(), Unindent(): Allow passing negative values. 
+- ColorEdit4(): Made IsItemActive() return true when picker popup is active. (#1489)
+- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text.
+- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143)
+- ColorPicker4(): Fixed continously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489)
+- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger).
+- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423)
+- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from stratch.
+- ImFont: Added GetDebugName() helper.
+- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect]
+- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags.
+- ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd] 
+- ImDrawList: Refactored to make ImDrawList independant of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some.
+- ImDrawList: Exposed ImDrawCornerFlags, replaced occurences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3).
+- ImVector: Added ImVector::push_front() helper.
+- ImVector: Added ImVector::contains() helper.
+- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back().
+- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103)
+- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field.
+  This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418)
+- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600)
+- Internals: Added SplitterBehavior() helper. (#319) 
+- Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517)
+- Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved.
+- Demo: Added ShowFontSelector() showing loaded fonts.
+- Demo: Added ShowStyleSelector() to select among default styles. (#707) 
+- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow().
+- Demo: Style Editor: Added a "Simplified settings" sections with checkboxes for border size and frame rounding. (#707, #1019)
+- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707)
+- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Aadded horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211)
+- Demo: Console: Fixed context menu issue. (#1404) 
+- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is).
+- Demo: Constrained Resize: Added more test cases. (#1417) 
+- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window.
+- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls.
+- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143)
+- Demo: Display better mouse cursor info for debugging backends. 
+- Demo: Stopped using rand() function in demo code. 
+- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.).
+- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464)
+- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library.
+- Fix for using alloca() in "Clang with Microsoft Codechain" mode. 
+- Various fixes, optimizations, comments.
+
+-----------------------------------------------------------------------
+
+VERSION 1.52 (2017-10-27)
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
+
+Breaking Changes:
+
+- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again.
+- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete).
+- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete).
+- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
+- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
+- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
+- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
+
+Other Changes:
+
+- ProgressBar: fixed rendering when straddling rounded area. (#1296) 
+- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics]
+- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4().
+- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane]
+- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317)
+- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for popups and drag'n drop behaviors: (relates to ~#439, #1013, #143, #925)
+  - `ImGuiHoveredFlags_AllowWhenBlockedByPopup`
+  - `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem`
+  - `ImGuiHoveredFlags_AllowWhenOverlapped`
+  - `ImGuiHoveredFlags_RectOnly`
+- Input: Added `IsMousePosValid()` helper. 
+- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate. 
+- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held.
+- Checkbox: Now rendering a tick mark instead of a full square. 
+- ColorEdit4: Added "Copy as..." option in context menu. (#346)
+- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber] 
+- ColorButton: Reduced bordering artefact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled.
+- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color.
+- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`.
+- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame.
+- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine().
+- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!).
+- Windows: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
+- Windows: Fixed title bar color of top-most window under a modal window.
+- Windows: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
+- Windows: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used. 
+- Windows: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
+- Windows: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
+- Windows: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
+- Popups: Popups can be closed with a right-click anywhere, without altering focus under the popup. (~#439)
+- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439)
+- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available.
+- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup().
+- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch).
+- MenuItem: Made tick mark thicker (thick mark?).
+- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387)
+- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368)
+- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368)
+- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders.
+- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes. 
+  After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons.
+- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen]
+- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42)
+- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some. 
+- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options).
+- ImVector: added resize() variant with initialization value.
+- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable. 
+- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined.
+- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses.
+- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro]
+- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys)
+- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it.
+- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038)
+- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane] 
+- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style.
+- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does.
+- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot]
+- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott]
+- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333)
+- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut]
+- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik]
+- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!).
+- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch.
+- Various tweaks, fixes and documentation changes. 
+
+Beta Navigation Branch:
+(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.)
+(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:)
+- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787)
+- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787)
+- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787)
+- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787)
+- Nav: Move requests now wrap vertically inside Menus and Popups. (#787)
+- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079).
+- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
+- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787)
+- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787)
+- Nav: Fixed tool-tip from being selectable in the window selection list. (#787)
+- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787)
+- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787)
+- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787)
+- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
+- Nav: Various internal refactoring.
+
+-----------------------------------------------------------------------
+
+VERSION 1.51 (2017-08-24)
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
+
+Breaking Changes:
+
+Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection.
+
+- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete).
+- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete).
+- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete).
+- Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete).
+- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete).
+- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user! 
+- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
+- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`.
+- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options. 
+- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!).
+- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function.
+- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237)
+- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`.
+- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine!
+
+Other Changes:
+
+- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346)
+- Added flags to `ColorButton()`. (#346)
+- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut]
+- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.).
+- Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter]
+- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs.
+- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload.
+- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration).
+- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges.
+- ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis]
+- ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!).
+- ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers.
+- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000)
+- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747)
+- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0]
+- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056)
+- Columns: Added `SetColumnWidth()`. (#913) [@ggtucker] 
+- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker]
+- Columns: Fixed first column appearing wider than others. (#1266)
+- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138)
+- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizonal scrolling. (#519, #125, #913)
+- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut]
+- Popups: Most popups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu popup). The previous restriction was totally arbitrary. (#1252)
+- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862)
+- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828)
+- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode]
+- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246)
+- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665).
+- [Windows] Clipboard: Fixed not closing win32 clipboard on early open failure path. (#1264)
+- Removed an unnecessary dependency on int64_t which failed on some older compilers.
+- Demo: Rearranged everything under Widgets in a more consistent way. 
+- Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913)
+- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda]
+- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
+- Various other small fixes, tweaks, comments, optimizations.
+
+-----------------------------------------------------------------------
+
+VERSION 1.50 (2017-06-02)
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
+
+Breaking Changes:
+
+ - Added a void* user_data parameter to Clipboard function handlers. (#875)
+ - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
+ - Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency.
+ - Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
+ - Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+ - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
+
+Other Changes:
+
+- InputText(): Added support for CTRL+Backspace (delete word).
+- InputText(): OSX uses Super+Arrows for home/end. Add Shortcut+Backspace support. (#650) [@michaelbartnett]
+- InputText(): Got rid of individual OSX-specific options in ImGuiIO, added a single io.OSXBehaviors flag. (#473, #650)
+- InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815)
+- InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681)
+- InputTextMultiline(): Fixed Ctrl+DownArrow moving scrolling out of bounds.
+- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725)
+- ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793)
+- BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713)
+- SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630)
+- SliderInt(), SliderFloat() supports reverse direction (where v_min > v_max). (#854)
+- SliderInt(), SliderFloat() better support for when v_min==v_max. (#919)
+- SliderInt(), SliderFloat() enforces writing back value when interacting, to be consistent with other widgets. (#919)
+- SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero. (#919)
+- Added IsRectVisible() variation with explicit start-end positions. (#768) [@thedmd]
+- Fixed TextUnformatted() clipping bug in the large-text path when horizontal scroll has been applied. (#692, #246)
+- Fixed minor text clipping issue in window title when using font straying above usual line. (#699)
+- Fixed SetCursorScreenPos() fixed not adjusting CursorMaxPos as well.
+- Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar.
+- Fixed using IsItemActive() after EndGroup() or any widget using groups. (#840, #479)
+- Fixed IsItemActive() lagging by one frame on initial widget activation. (#840)
+- Fixed Separator() zero-height bounding box resulting in clipping when laying exactly on top line of clipping rectangle (#860)
+- Fixed PlotLines() PlotHistogram() calling with values_count == 0.
+- Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923)
+- Fixed assert triggering when a window has zero rendering but has a callback. (#810)
+- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize).
+- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849)
+- BulletText(): Fixed stopping to display formatted string after the '##' mark.
+- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727)
+- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse]
+- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690)
+- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706)
+- ImGuiListClipper: fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716)
+- ImGuiListClipper: Fix to behave within column. (#661, #662, #716)
+- ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API)
+- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code).
+- ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat]
+- ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form.
+- Shutdown() clear out some remaining pointers for sanity. (#836)
+- Added IMGUI_USE_BGRA_PACKED_COLOR option in imconfig.h (#767, #844) [@thedmd]
+- Style: Removed the inconsistent shadow under RenderCollapseTriangle() (~#707)
+- Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign. (#842)
+- ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000).
+- ImFont: Added GetGlyphRangesThai() helper. [@nProtect]
+- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character.
+- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is.
+- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
+- Clarified asserts in CheckStacksSize() when there is a stack mismatch.
+- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586)
+- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976)
+- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883)
+- Added ImGuiMouseCursor_None enum value for convenient usage by app/binding.
+- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API)
+- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222)
+- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917)
+- Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714)
+- Windows: No default IME handler when compiling for Windows using GCC. (#738)
+- Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917)
+- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839)
+- Demo: Added an extra 3-way columns demo.
+- Demo: ShowStyleEditor: show font character map / grid in more details.
+- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end.
+- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw]
+- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810)
+- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807)
+- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116)
+- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman] 
+- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824)
+- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems]
+- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909)
+- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937)
+- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800)
+- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity.
+- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+- Examples: SDL2: Added build .bat files for Win32.
+- Added various links to language/engine bindings.
+- Various other minor fixes, tweaks, comments, optimizations.
+
+-----------------------------------------------------------------------
+
+VERSION 1.49 (2016-05-09)
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
+
+Breaking Changes:
+
+- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection.
+- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial.
+- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`.
+- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer.
+- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+  This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.)
+
+    ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
+    {
+       float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w));
+       float k = title_bg_col.w / new_a;
+       return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
+    }
+
+Other changes:
+
+- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660)
+- Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668)
+- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610)
+- Added IsRootWindowOrAnyChildHovered() helper. (#615)
+- Added TreeNodeEx() functions. (#581, #600, #190)
+- Added ImGuiTreeNodeFlags_Selected flag to display treenode as "selected". (#581, #190)
+- Added ImGuiTreeNodeFlags_AllowOverlapMode flag. (#600)
+- Added ImGuiTreeNodeFlags_NoTreePushOnOpen flag (#590).
+- Added ImGuiTreeNodeFlags_NoAutoOpenOnLog flag (previously private).
+- Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private).
+- Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag.
+- Added ImGuiTreeNodeFlags_OpenOnArrow flag.
+- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text().
+- Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet.
+- Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324)
+- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269)
+- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet.
+- Added IsItemClicked() helper. (#581)
+- Added CollapsingHeader() variant with close button. (#600)
+- Fixed MenuBar missing lower border when borders are enabled.
+- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601)
+- Style: Changed default IndentSpacing from 22 to 21. (#581, #324)
+- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artefact. (#655)
+  This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert.
+- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping childs. (#595)
+- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set.
+- Indent(), Unindent(): optional non-default indenting width. (#324, #581)
+- Bullet(), BulletText(): Slightly bigger. Less polygons. 
+- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656)
+- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126)
+- BeginGroup(): fixed using within Columns set. (#630)
+- Fixed a lag in reading the currently hovered window when dragging a window. (#635)
+- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579)
+- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menubar but no title bar.
+- MenuItem(): checkmark render in disabled color when menu item is disabled.
+- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597)
+- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604)
+- ImDrawList: Added AddQuad(), AddQuadFilled() helpers.
+- ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs.
+- ImFont: Added RenderChar() helper.
+- ImFont: Added AddRemapChar() helper. (#609)
+- ImFontConfig: Clarified persistence requirement of GlyphRanges array. (#651)
+- ImGuiStorage: Added bool helper functions for completeness.
+- AddFontFromMemoryCompressedTTF(): Fix font config propagation. (#587)
+- Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579)
+- Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602)
+- Examples: DirectX9: save/restore all device state.
+- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611)
+- Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636)
+- Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638)
+- Examples: SDL: Initialize video+timer subsystem only.
+- Examples: Apple/iOS: lowered xcode project deployment target from 10.7 to 10.11. (#598, #575)
+
+-----------------------------------------------------------------------
+
+VERSION 1.48 (2016-04-09)
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
+
+Breaking Changes:
+
+- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
+- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of popups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337)
+- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541)
+- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340)
+
+Other Changes:
+
+- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
+- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506)
+- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535)
+- IO: Added 'KeySuper' field to hold Cmd keyboard modifiers for OS X. Updated all examples accordingly. (#473)
+- Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476)
+- Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346)
+- Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api.
+- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516) 
+- Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499)
+- BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540)
+- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462)
+- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503)
+- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457)
+- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517)
+- Combo(): Right-most button stays highlighted when popup is open.
+- Combo(): Display popup above if there's isn't enough space below / or select largest side. (#505)
+- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
+- DragFloat(): Always apply value when mouse is held/widget active, so that an always-reseting variable (e.g. non saved local) can be passed.
+- InputText(): OS X friendly behaviors: Word movement uses Alt key; Shortcuts uses Cmd key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473)
+- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541)
+- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555)
+- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label.
+- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346)
+- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode.
+- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization.
+- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533)
+- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514)
+- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command. 
+- ImDrawList: Allow windows with only a callback only to be functional. (#524)
+- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457)
+- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457)
+- ImDrawList: AddCircle(), AddRect() takes optional thickness parameter.
+- ImDrawList: Added AddTriangle().
+- ImDrawList: Added PrimQuadUV() helper to ease custom rendering of textured quads (require primitive reserve).
+- ImDrawList: Allow AddText(ImFont\* font, float font_size, ...) variant to take NULL/0.0f as default.
+- ImFontAtlas: heuristic increase default texture width up for large number of glyphs. (#491)
+- ImTextBuffer: Fixed empty() helper which was utterly broken.
+- Metrics: allow to inspect individual triangles in drawcalls.
+- Demo: added more draw primitives in the Custom Rendering example. (#457)
+- Demo: extra comments and example for PushItemWidth(-1) patterns.
+- Demo: InputText password demo filters out blanks. (#515)
+- Demo: Fixed malloc/free mismatch and leak when destructing demo console, if it has been used. (@fungos) (#536)
+- Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538)
+- Fixed compilation on DragonFly BSD (@mneumann) (#563)
+- Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549)
+- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570)
+- Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set).
+- Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527)
+- Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486)
+- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463)
+- Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn)
+- Various extra comments and clarification in the code.
+- Various other fixes and optimisations.
+
+-----------------------------------------------------------------------
+
+For older version, see https://github.com/ocornut/imgui/releases
+
diff --git a/source/imgui/LICENSE.txt b/source/imgui/LICENSE.txt
new file mode 100644
index 0000000000000000000000000000000000000000..21b6ee7e2a45c29709bacb429dfecebee270839d
--- /dev/null
+++ b/source/imgui/LICENSE.txt
@@ -0,0 +1,21 @@
+The MIT License (MIT)
+
+Copyright (c) 2014-2018 Omar Cornut
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/source/imgui/README.md b/source/imgui/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..b087c83486d7dd56a856ec2a9491d2f1902c0c70
--- /dev/null
+++ b/source/imgui/README.md
@@ -0,0 +1,326 @@
+dear imgui,
+=====
+[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
+[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
+
+_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for technical support, custom development etc. E-mail: omarcornut at gmail.)_
+
+Monthly donations via Patreon:
+<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
+
+One-off donations via PayPal:
+<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+
+Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
+
+Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
+
+Dear ImGui is particularly suited to integration in games engine (for tooling), realtime 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. 
+
+Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
+- imgui.cpp
+- imgui.h
+- imgui_demo.cpp
+- imgui_draw.cpp
+- imgui_internal.h
+- imconfig.h (empty by default, user-editable)
+- stb_rect_pack.h
+- stb_textedit.h
+- stb_truetype.h
+
+No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
+
+### Usage
+
+Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
+
+Code:
+```cpp
+ImGui::Text("Hello, world %d", 123);
+if (ImGui::Button("Save"))
+{
+    // do stuff
+}
+ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
+ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+```
+Result:
+<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png)
+<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
+
+Code:
+```cpp
+// Create a window called "My First Tool", with a menu bar.
+ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
+if (ImGui::BeginMenuBar())
+{
+    if (ImGui::BeginMenu("File"))
+    {
+        if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
+        if (ImGui::MenuItem("Save", "Ctrl+S"))   { /* Do stuff */ }
+        if (ImGui::MenuItem("Close", "Ctrl+W"))  { my_tool_active = false; }
+        ImGui::EndMenu();
+    }
+    ImGui::EndMenuBar();
+}
+
+// Edit a color (stored as ~4 floats)
+ImGui::ColorEdit4("Color", my_color);
+
+// Plot some values
+const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
+ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
+ 
+// Display contents in a scrolling region
+ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
+ImGui::BeginChild("Scrolling");
+for (int n = 0; n < 50; n++)
+    ImGui::Text("%04d: Some text", n);
+ImGui::EndChild();
+ImGui::End();
+```
+Result:
+<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)
+
+### How it works
+
+Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. 
+
+Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. 
+
+_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
+
+Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.  
+
+Demo Binaries
+-------------
+
+You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
+- [imgui-demo-binaries-20180407.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180407.zip) (Windows binaries, Dear ImGui 1.60 built 2018/04/07, 5 executables)
+
+The demo applications are unfortunately not yet DPI aware so expect some blurryness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
+
+Bindings
+--------
+
+Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
+
+_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
+
+Languages: (third-party bindings)
+- C: [cimgui](https://github.com/Extrawurst/cimgui)
+- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
+- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
+- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
+- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui)
+- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
+- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
+- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings)
+- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
+- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
+- Python [CyImGui](https://github.com/chromy/cyimgui)
+- Python [pyimgui](https://github.com/swistakm/pyimgui)
+- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
+
+Frameworks:
+- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
+- Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801)
+- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
+- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
+- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
+- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [issue #551](https://github.com/ocornut/imgui/issues/551)
+- Flexium/SFML: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
+- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
+- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
+- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
+- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
+- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
+- LÖVE: [love-imgui](https://github.com/slages/love-imgui)
+- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
+- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d)
+- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
+- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends)
+
+For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/). Also see [wiki](https://github.com/ocornut/imgui/wiki) for a few other links and ideas. Contact me if you would like to add to those lists.
+
+Roadmap
+-------
+Some of the goals for 2018 are:
+- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
+- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542))
+- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709))
+- Make Columns better. (they are currently pretty terrible!)
+- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
+
+Gallery
+-------
+
+User screenshots:
+<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
+<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
+<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
+<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
+<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
+<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
+
+Various tools
+[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
+
+[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
+
+![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/v160-misc-classic.png)
+
+[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
+
+Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
+Code:
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+```
+```cpp
+ImGui::Text(u8"こんにちは!テスト %d", 123);
+if (ImGui::Button(u8"ロード"))
+{
+    // do stuff
+}
+ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
+ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+```
+Result:
+<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
+<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
+
+References
+----------
+
+The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. 
+- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
+- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
+- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
+- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
+- [Nicolas Guillemot's CppCon'16 flashtalk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
+- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
+
+See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
+
+Frequently Asked Question (FAQ)
+-------------------------------
+
+<b>Where is the documentation?</b>
+
+- The documentation is at the top of imgui.cpp + effectively imgui.h. 
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. 
+- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. 
+- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
+
+<b>Which version should I get?</b>
+
+I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. 
+
+<b>Who uses Dear ImGui?</b>
+
+See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can!
+
+<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
+
+The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
+
+<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
+<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
+<br><b>How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.</b>
+<br><b>How can I load a different font than the default?</b>
+<br><b>How can I easily use icons in my application?</b>
+<br><b>How can I load multiple fonts?</b>
+<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
+<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
+<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
+<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
+<br><b>How can I help?</b>
+
+See the FAQ in imgui.cpp for answers.
+
+<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
+
+You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
+
+You can share your computer mouse seamlessy with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the prefered solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
+
+For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimising for screen real-estate and precision.
+
+<b>Can you create elaborate/serious tools with Dear ImGui?</b>
+
+Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
+
+Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
+
+<b>Can you reskin the look of Dear ImGui?</b>
+
+You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
+
+![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png)
+
+<b>Why using C++ (as opposed to C)?</b>
+
+Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
+
+There is an reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly designed for binding in other languages. I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
+
+Support dear imgui
+------------------
+
+<b>How can I help financing further development of Dear ImGui?</b>
+
+Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
+
+Monthly donations via Patreon:
+<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
+
+One-off donations via PayPal:
+<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+
+If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail. Thanks!
+
+Credits
+-------
+
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). 
+
+I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it. 
+
+Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
+
+Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
+
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
+
+Double-chocolate sponsors:
+- Blizzard Entertainment
+- Media Molecule
+- Mobigame
+- Insomniac Games
+- Aras Pranckevičius
+- Lizardcube
+- Greggman
+- DotEmu
+
+Salty caramel supporters:
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert.
+
+Caramel supporters:
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow.
+
+And other supporters; thanks!
+(Please contact me or PR if you would like to be added or removed from this list)
+
+License
+-------
+
+Dear ImGui is licensed under the MIT License, see LICENSE for more information.
diff --git a/source/imgui/TODO.txt b/source/imgui/TODO.txt
new file mode 100644
index 0000000000000000000000000000000000000000..fc42b21f94928c0f5fd89a529183257d310e11d4
--- /dev/null
+++ b/source/imgui/TODO.txt
@@ -0,0 +1,284 @@
+dear imgui
+ISSUES & TODO LIST
+
+Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX
+The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
+It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
+
+ - doc/test: add a proper documentation+regression testing system (#435)
+ - doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
+ - doc/tips: tips of the day: website? applet in imgui_club?
+ - project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?)
+
+ - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
+ - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
+ - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
+ - window: allow resizing of child windows (possibly given min/max for each axis?.)
+ - window: background options for child windows, border option (disable rounding).
+ - window: resizing from any sides? done. > need backends to honor mouse cursors properly. (#822)
+ - window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822)
+ - window: begin with *p_open == false should return false.
+ - window: get size/pos helpers given names (see discussion in #249)
+ - window: a collapsed window can be stuck behind the main menu bar?
+ - window: when window is very small, prioritize resize button over close button.
+ - window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame.
+ - window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
+ - window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
+ - window: expose contents size. (#1045)
+ - window: GetWindowSize() returns (0,0) when not calculated? (#1045)
+ - window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. 
+!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
+ - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
+
+ - drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded renderering.
+ - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
+ - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
+ - drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
+ - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
+ - drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
+ - drawlist: would be good to be able to deep copy a draw list (ImVector= op?).
+ - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
+ 
+ - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
+ - main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
+ - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
+ - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
+ - main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
+
+ - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
+ - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
+ - widgets: add visauls for Disabled/ReadOnly mode and expose publicly (#211)
+ - widgets: add always-allow-overlap mode.
+ - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
+ - widgets: activate by identifier (trigger button, focus given id)
+
+ - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. 
+ - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
+ - input text: expose CursorPos in char filter event (#816)
+ - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
+ - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
+ - input text: way to dynamically grow the buffer without forcing the user to initially allocate for worse case, e.g. more natural std::string (follow up on #200)
+ - input text: hover tooltip could show unclamped text
+ - input text: option to Tab after an Enter validation.
+ - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
+ - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
+ - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
+ - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependant). actually a very old bug but no one appears to have noticed it.
+ - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
+ - input text multi-line: support for cut/paste without selection (cut/paste the current line)
+ - input text multi-line: line numbers? status bar? (follow up on #200)
+ - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
+ - input text multi-line: better horizontal scrolling support (#383, #1224)
+ - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
+ - input number: optional range min/max for Input*() functions
+ - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
+ - input number: use mouse wheel to step up/down
+ - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
+
+ - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
+ - layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
+ - layout: horizontal layout helper (#97)
+ - layout: horizontal flow until no space left (#404)
+ - layout: more generic alignment state (left/right/centered) for single items?
+ - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
+ - layout: BeginGroup() needs a border option. (~#1496)
+ - layout: vertical alignement of mixed height items (e.g. buttons) within a same line (#1284)
+ 
+ - columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
+ - columns: add a conditional parameter to SetColumnOffset() (#513, #125)
+ - columns: headers. reorderable. (#513, #125)
+ - columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-critera. notify user when sort order changed.
+ - columns: option to alternate background colors on odd/even scanlines.  
+ - columns: allow columns to recurse. 
+ - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. 
+ - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
+ - columns: flag to add horizontal separator above/below?
+ - columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
+
+!- color: the color conversion helpers/types are a mess and needs sorting out. 
+ - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
+ - coloredit: it is still somehow awkward to copy colors around (unless going through Hex mode).
+
+ - plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
+ - plot: PlotLines() should use the polygon-stroke facilities, less verticles (currently issues with averaging normals)
+ - plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
+ - plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
+ - plot: option/feature: draw the zero line
+ - plot: option/feature: draw grid, vertical markers
+ - plot: option/feature: draw unit
+ - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
+
+ - clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.)
+ - clipper: ability to disable the clipping through a simple flag/bool.
+ - clipper: ability to run without knowing full count in advance.
+
+ - splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
+ 
+ - dock: docking extension
+ - dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
+
+ - tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
+
+ - ext: stl-ish friendly extension (imgui_stl.h) that has wrapped for std::string, std::vector etc.
+
+ - button: provide a button that looks framed.
+ - image/image button: misalignment on padded/bordered button?
+ - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
+ - image button: not taking an explicit id is odd.
+ - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
+ - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
+ - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
+ - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
+ - slider: precision dragging
+ - slider: step option (#1183)
+ - knob: rotating knob widget (#942)
+ - slider & drag: int data passing through a float
+ - drag float: up/down axis
+ - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
+
+ - combo: use clipper: make it easier to disable clipper with a single flag.
+ - combo: flag for BeginCombo to not return true when unchanged (#1182)
+ - combo: a way/helper to customize the combo preview (#1658)
+ - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
+ - listbox: refactor and clean the begin/end api
+ - listbox: multiple selection.
+ - listbox: unselect option (#1208)
+ - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (wip stash)
+ - listbox: user may want to initial scroll to focus on the one selected value?
+ - listbox: expose hovered item for a basic ListBox
+ - listbox: keyboard navigation.
+ - listbox: scrolling should track modified selection.
+
+!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
+ - popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497)
+ - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
+ - popups: clicking outside (to close popup) and holding shouldn't drag window below.
+ - popups: add variant using global identifier similar to Begin/End (#402)
+ - popups: border options. richer api like BeginChild() perhaps? (#197)
+ - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
+ - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
+ - tooltip: allow tooltips with timers? or general timer policy? (instaneous vs timed)
+ 
+ - menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
+ - menus: menu bars inside modals windows are acting weird.
+ - statusbar: add a per-window status bar helper similar to what menubar does.
+ - shortcuts: local-style shortcut api, e.g. parse "&Save"
+ - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
+ - shortcuts: programmatically access shortcuts "Focus("&Save"))
+ - menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
+ - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. 
+
+ - text: selectable text (for copy) as a generic feature (ItemFlags?)
+ - text: proper alignment options in imgui_internal.h
+ - text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
+ - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
+ - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
+
+ - tree node / optimization: avoid formatting when clipped.
+ - tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
+ - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
+ - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
+ - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
+ - tree node: tweak color scheme to distinguish headers from selected tree node (#581)
+ - tree node: leaf/non-leaf highlight mismatch.
+
+!- settings: expose enough to save/load .ini from RAM instead of fopen
+ - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
+ - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
+ - stb: add defines to disable stb implementations
+
+!- style: better default styles. (#707)
+ - style: border types: out-screen, in-screen, etc. (#447)
+ - style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
+ - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
+ - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
+ - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
+ - style: global scale setting.
+ - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
+ - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
+ - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
+ - style editor: color child window height expressed in multiple of line height.
+
+ - log: LogButtons() options for specifying depth and/or hiding depth slider
+ - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
+ - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
+ - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
+
+ - filters: set a current filter that tree node can automatically query to hide themselves
+ - filters: handle wildcards (with implicit leading/trailing *), regexps
+ - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
+
+ - drag and drop: add demo. (#143, #479)
+ - drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
+ - drag and drop: test with reordering nodes (in a list, or a tree node). (#143)
+ - drag and drop: test integrating with os drag and drop.
+ - node/graph editor (#306)
+ - pie menus patterns (#434)
+ - markup: simple markup language for color change? (#902)
+
+!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
+ - font: MergeMode: flags to select overwriting or not.
+ - font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
+ - font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. (#1619)
+ - font: free the Alpha buffer if user only requested RGBA.
+!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
+ - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
+ - font: finish CustomRectRegister() to allow mapping unicode codepoint to custom texture data 
+ - font: PushFontSize API (#1018)
+ - font/atlas: incremental updates
+ - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
+ - font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
+ - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
+ - font/text: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
+ - font: imgui_freetype.h alternative renderer (#618)
+ - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
+ - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
+ - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
+ - font: fix AddRemapChar() to work before font has been built.
+ - font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
+
+ - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
+ - nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
+ - nav: ESC on a flattened child
+ - nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
+ - nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
+ - nav: menus: allow pressing Menu to leave a sub-menu.
+ - nav: simulate right-click or context activation? (SHIFT+F10)
+ - nav: tabs should go through most/all widgets (in submission order?).
+ - nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
+ - nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
+ - nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
+ - nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
+ - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
+ - nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ?
+ - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
+ - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
+ - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
+
+ - inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
+ - inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
+ - inputs: support track pad style scrolling & slider edit.
+
+ - misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate.
+ - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
+ - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
+ - misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
+ - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
+
+ - web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
+ - web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
+
+ - remote: make a system like RemoteImGui first-class citizen/project (#75)
+
+ - demo: add vertical separator demo
+ - demo: add virtual scrolling example?
+ - examples: directx9: save/restore device state more thoroughly.
+ - examples: window minimize, maximize (#583)
+ - examples: provide a zero-framerate/idle example.
+ - examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // the problem is that DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
+ - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
+ - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
+ - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
+ - optimization: use another hash function than crc32, e.g. FNV1a
+ - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
+ - optimization: turn some the various stack vectors into statically-sized arrays
diff --git a/source/imgui/examples/.gitignore b/source/imgui/examples/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..ff44bccb746fbb577eb87f14ab7cb55336509fd8
--- /dev/null
+++ b/source/imgui/examples/.gitignore
@@ -0,0 +1,25 @@
+build/*
+*/Debug/*
+*/Release/*
+*/ipch/*
+*/x64/*
+*.opensdf
+*.sdf
+*.suo
+*.vcxproj.user
+*.o
+*.obj
+*.exe
+*.pdb
+*.ilk
+*.VC.db
+*.VC.VC.opendb
+
+## Unix executables
+opengl2_example/opengl2_example
+opengl3_example/opengl3_example
+sdl_opengl2_example/sdl_opengl2_example
+sdl_opengl3_example/sdl_opengl3_example
+
+## Dear ImGui Ini files
+imgui.ini
diff --git a/source/imgui/examples/README.txt b/source/imgui/examples/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..171c338150b3012197df9d7afc72b727a7d2a652
--- /dev/null
+++ b/source/imgui/examples/README.txt
@@ -0,0 +1,108 @@
+Those are standalone ready-to-build applications to demonstrate Dear ImGui.
+Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
+
+Third party languages and frameworks bindings: 
+  https://github.com/ocornut/imgui/wiki/Links
+(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
+(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht,
+ Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
+(extras: RemoteImGui, ImWindow, imgui_wm, etc.)
+
+
+TL;DR; 
+ - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
+ - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
+   to your project and use them unmodified.
+ - To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read.
+   However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
+   Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
+   Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
+ - If you have your own engine, you probably want to read a few of the examples first then adapt it to
+   your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the
+   existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
+   do that later when you already got things to work.
+
+Dear ImGui is highly portable and only requires a few things to run and render.
+ - Providing mouse/keyboard inputs
+ - Load the font atlas texture into graphics memory
+ - Providing a render function to render indexed textured triangles
+ - Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
+So this is essentially what those examples are doing + the obligatory cruft for portability.
+
+Unfortunately in 2018 it is still tedious to create and maintain portable build files using external 
+libraries (the kind we're using here to create a window and render 3D triangles) without relying on 
+third party software. For most examples here I choose to provide:
+ - Makefiles for Linux/OSX
+ - Batch files for Visual Studio 2008+
+ - A .sln project file for Visual Studio 2010+ 
+Please let me know if they don't work with your setup!
+You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
+directly with a command-line compiler.
+
+Dear ImGui has zero to one frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
+Consider that OS mouse cursors are typically drawn through a specific hardware accelerated route and may 
+feel smoother than other GPU rendered contents. You may experiment with the io.MouseDrawCursor flag to
+request ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software
+cursor. It might be beneficial to the user experience to switch to a software rendered cursor when an
+interactive drag is in progress. 
+Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
+leaving you with little option but sadness (Intel GPU drivers were reported as such).
+
+
+opengl2_example/
+    **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+    **Prefer using the code in the opengl3_example/ folder**
+    GLFW + OpenGL example (legacy, fixed pipeline).
+    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
+    If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+    make things more complicated, will require your code to several OpenGL attributes to their initial state,
+    and might confuse your GPU driver. 
+
+opengl3_example/
+    GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
+    This uses more modern OpenGL calls and custom shaders. 
+    Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+
+directx9_example/
+    DirectX9 example, Windows only.
+	
+directx10_example/
+    DirectX10 example, Windows only.
+    This is quite long and tedious, because: DirectX10.
+
+directx11_example/
+    DirectX11 example, Windows only.
+    This is quite long and tedious, because: DirectX11.
+	
+directx12_example/
+    DirectX12 example, Windows only.
+    This is quite longer and tedious, because: DirectX12.
+	
+apple_example/
+    OSX & iOS example.
+    On iOS, Using Synergy to access keyboard/mouse data from server computer.
+    Synergy keyboard integration is rather hacky.
+
+sdl_opengl2_example/
+    **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+    **Prefer using the code in the sdl_opengl3_example/ folder**
+    SDL2 + OpenGL example (legacy, fixed pipeline).
+    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
+    If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+    make things more complicated, will require your code to several OpenGL attributes to their initial state,
+    and might confuse your GPU driver. 
+
+sdl_opengl3_example/
+    SDL2 + OpenGL3 example.
+    This uses more modern OpenGL calls and custom shaders. 
+    Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+
+allegro5_example/
+    Allegro 5 example.
+	 
+marmalade_example/
+    Marmalade example using IwGx
+    
+vulkan_example/
+    Vulkan example.
+    This is quite longer and tedious, because: Vulkan.
diff --git a/source/imgui/examples/allegro5_example/README.md b/source/imgui/examples/allegro5_example/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..dcd83b8a92aabf9ad28ac1d38316866919b66364
--- /dev/null
+++ b/source/imgui/examples/allegro5_example/README.md
@@ -0,0 +1,15 @@
+
+# How to Build
+
+- On Ubuntu 14.04+
+
+```bash
+g++ -I ../.. main.cpp imgui_impl_a5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
+```
+
+- On Windows with Visual Studio's CLI
+
+```
+set ALLEGRODIR=path_to_your_allegro5_folder
+cl /Zi /MD /I %ALLEGRODIR%\include /I ..\.. main.cpp imgui_impl_a5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
+```
diff --git a/source/imgui/examples/allegro5_example/imgui_impl_a5.cpp b/source/imgui/examples/allegro5_example/imgui_impl_a5.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..127bf196a0e112ab5a4fbd6f0f24b096773c83b7
--- /dev/null
+++ b/source/imgui/examples/allegro5_example/imgui_impl_a5.cpp
@@ -0,0 +1,305 @@
+// ImGui Allegro 5 bindings
+
+// Implemented features:
+//  [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Missing features:
+//  [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui, Original code by @birthggd
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplA5_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include <stdint.h>     // uint64_t
+#include <cstring>      // memcpy
+#include "imgui.h"
+#include "imgui_impl_a5.h"
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+
+#ifdef _WIN32
+#include <allegro5/allegro_windows.h>
+#endif
+
+// Data
+static ALLEGRO_DISPLAY*         g_Display = NULL;
+static ALLEGRO_BITMAP*          g_Texture = NULL;
+static double                   g_Time = 0.0;
+static ALLEGRO_MOUSE_CURSOR*    g_MouseCursorInvisible = NULL;
+static ALLEGRO_VERTEX_DECL*     g_VertexDecl = NULL;
+
+struct ImDrawVertAllegro
+{
+    ImVec2 pos;
+    ImVec2 uv;
+    ALLEGRO_COLOR col;
+};
+
+// Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data)
+{
+    int op, src, dst;
+    al_get_blender(&op, &src, &dst);
+    al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
+
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+
+        // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
+        static ImVector<ImDrawVertAllegro> vertices;
+        vertices.resize(cmd_list->VtxBuffer.Size);
+        for (int i = 0; i < cmd_list->VtxBuffer.Size; ++i)
+        {
+            const ImDrawVert &dv = cmd_list->VtxBuffer[i];
+            ImDrawVertAllegro v;
+            v.pos = dv.pos;
+            v.uv = dv.uv;
+            unsigned char *c = (unsigned char*)&dv.col;
+            v.col = al_map_rgba(c[0], c[1], c[2], c[3]);
+            vertices[i] = v;
+        }
+
+        // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices
+        // You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
+        static ImVector<int> indices;
+        indices.resize(cmd_list->IdxBuffer.Size);
+        for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
+            indices[i] = (int)cmd_list->IdxBuffer.Data[i];
+
+        int idx_offset = 0;
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
+                al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
+                al_draw_indexed_prim(&vertices[0], g_VertexDecl, texture, &indices[idx_offset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+    }
+
+    // Restore modified state
+    al_set_blender(op, src, dst);
+    al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display));
+}
+
+bool Imgui_ImplA5_CreateDeviceObjects()
+{
+    // Build texture atlas
+    ImGuiIO &io = ImGui::GetIO();
+    unsigned char *pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Create texture
+    int flags = al_get_new_bitmap_flags();
+    int fmt = al_get_new_bitmap_format();
+    al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
+    al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
+    ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
+    al_set_new_bitmap_flags(flags);
+    al_set_new_bitmap_format(fmt);
+    if (!img)
+        return false;
+
+    ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
+    if (!locked_img)
+    {
+        al_destroy_bitmap(img);
+        return false;
+    }
+    memcpy(locked_img->data, pixels, sizeof(int)*width*height);
+    al_unlock_bitmap(img);
+
+    // Convert software texture to hardware texture.
+    ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
+    al_destroy_bitmap(img);
+    if (!cloned_img)
+        return false;
+
+    // Store our identifier
+    io.Fonts->TexID = (void*)cloned_img;
+    g_Texture = cloned_img;
+
+    // Create an invisible mouse cursor
+    // Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
+    ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
+    g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
+    al_destroy_bitmap(mouse_cursor);
+
+    return true;
+}
+
+void ImGui_ImplA5_InvalidateDeviceObjects()
+{
+    if (g_Texture)
+    {
+        al_destroy_bitmap(g_Texture);
+        ImGui::GetIO().Fonts->TexID = NULL;
+        g_Texture = NULL;
+    }
+    if (g_MouseCursorInvisible)
+    {
+        al_destroy_mouse_cursor(g_MouseCursorInvisible);
+        g_MouseCursorInvisible = NULL;
+    }
+}
+
+bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
+{
+    g_Display = display;
+
+    // Create custom vertex declaration.
+    // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
+    // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
+    ALLEGRO_VERTEX_ELEMENT elems[] =
+    {
+        { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
+        { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
+        { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
+        { 0, 0, 0 }
+    };
+    g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
+    io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
+    io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
+    io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
+    io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
+    io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
+    io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
+    io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
+    io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
+    io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
+    io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
+
+#ifdef _WIN32
+    io.ImeWindowHandle = al_get_win_window_handle(g_Display);
+#endif
+
+    return true;
+}
+
+void ImGui_ImplA5_Shutdown()
+{
+    ImGui_ImplA5_InvalidateDeviceObjects();
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
+{
+    ImGuiIO &io = ImGui::GetIO();
+
+    switch (ev->type)
+    {
+    case ALLEGRO_EVENT_MOUSE_AXES:
+        io.MouseWheel += ev->mouse.dz;
+        io.MouseWheelH += ev->mouse.dw;
+        return true;
+    case ALLEGRO_EVENT_KEY_CHAR:
+        if (ev->keyboard.display == g_Display)
+            if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
+                io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
+        return true;
+    case ALLEGRO_EVENT_KEY_DOWN:
+    case ALLEGRO_EVENT_KEY_UP:
+        if (ev->keyboard.display == g_Display)
+            io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
+        return true;
+    }
+    return false;
+}
+
+void ImGui_ImplA5_NewFrame()
+{
+    if (!g_Texture)
+        Imgui_ImplA5_CreateDeviceObjects();
+
+    ImGuiIO &io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    w = al_get_display_width(g_Display);
+    h = al_get_display_height(g_Display);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+
+    // Setup time step
+    double current_time = al_get_time();
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+    g_Time = current_time;
+
+    // Setup inputs
+    ALLEGRO_KEYBOARD_STATE keys;
+    al_get_keyboard_state(&keys);
+    io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
+    io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
+    io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
+    io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
+
+    ALLEGRO_MOUSE_STATE mouse;
+    if (keys.display == g_Display)
+    {
+        al_get_mouse_state(&mouse);
+        io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
+    }
+    else
+    {
+        io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    }
+
+    al_get_mouse_state(&mouse);
+    io.MouseDown[0] = mouse.buttons & (1 << 0);
+    io.MouseDown[1] = mouse.buttons & (1 << 1);
+    io.MouseDown[2] = mouse.buttons & (1 << 2);
+
+    // Hide OS mouse cursor if ImGui is drawing it
+    if (io.MouseDrawCursor)
+    {
+        al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
+    }
+    else
+    {
+        ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
+        switch (ImGui::GetMouseCursor())
+        {
+        case ImGuiMouseCursor_TextInput:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
+        case ImGuiMouseCursor_ResizeAll:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
+        case ImGuiMouseCursor_ResizeNS:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
+        case ImGuiMouseCursor_ResizeEW:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
+        case ImGuiMouseCursor_ResizeNESW:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
+        case ImGuiMouseCursor_ResizeNWSE:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
+        }
+        al_set_system_mouse_cursor(g_Display, cursor_id);
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/allegro5_example/imgui_impl_a5.h b/source/imgui/examples/allegro5_example/imgui_impl_a5.h
new file mode 100644
index 0000000000000000000000000000000000000000..ccc3ac45f1020ecfcd21608f9e41ca7542710602
--- /dev/null
+++ b/source/imgui/examples/allegro5_example/imgui_impl_a5.h
@@ -0,0 +1,26 @@
+// ImGui Allegro 5 bindings
+
+// Implemented features:
+//  [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Missing features:
+//  [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui, Original code by @birthggd
+
+#pragma once
+
+struct ALLEGRO_DISPLAY;
+union ALLEGRO_EVENT;
+
+IMGUI_API bool    ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
+IMGUI_API void    ImGui_ImplA5_Shutdown();
+IMGUI_API void    ImGui_ImplA5_NewFrame();
+IMGUI_API void    ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data);
+IMGUI_API bool    ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API bool    Imgui_ImplA5_CreateDeviceObjects();
+IMGUI_API void    ImGui_ImplA5_InvalidateDeviceObjects();
diff --git a/source/imgui/examples/allegro5_example/main.cpp b/source/imgui/examples/allegro5_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..6169ebca2ce0016202a5594c2605077ff3ccb3d1
--- /dev/null
+++ b/source/imgui/examples/allegro5_example/main.cpp
@@ -0,0 +1,128 @@
+// ImGui - standalone example application for Allegro 5
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include <stdint.h>
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#include "imgui.h"
+#include "imgui_impl_a5.h"
+
+int main(int, char**)
+{
+    // Setup Allegro
+    al_init();
+    al_install_keyboard();
+    al_install_mouse();
+    al_init_primitives_addon();
+    al_set_new_display_flags(ALLEGRO_RESIZABLE);
+    ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
+    al_set_window_title(display, "ImGui Allegro 5 example");
+    ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
+    al_register_event_source(queue, al_get_display_event_source(display));
+    al_register_event_source(queue, al_get_keyboard_event_source());
+    al_register_event_source(queue, al_get_mouse_event_source());
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplA5_Init(display);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool running = true;
+    while (running)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        ALLEGRO_EVENT ev;
+        while (al_get_next_event(queue, &ev))
+        {
+            ImGui_ImplA5_ProcessEvent(&ev);
+            if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) 
+                running = false;
+            if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
+            {
+                ImGui_ImplA5_InvalidateDeviceObjects();
+                al_acknowledge_resize(display);
+                Imgui_ImplA5_CreateDeviceObjects();
+            }
+        }
+        ImGui_ImplA5_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
+        ImGui::Render();
+        ImGui_ImplA5_RenderDrawData(ImGui::GetDrawData());
+        al_flip_display();
+    }
+
+    // Cleanup
+    ImGui_ImplA5_Shutdown();
+    ImGui::DestroyContext();
+    al_destroy_event_queue(queue);
+    al_destroy_display(display);
+
+    return 0;
+}
diff --git a/source/imgui/examples/apple_example/.gitignore b/source/imgui/examples/apple_example/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..8feda89d3e490ae19734d619015116a408d5504a
--- /dev/null
+++ b/source/imgui/examples/apple_example/.gitignore
@@ -0,0 +1,3 @@
+.DS_Store
+imguiex.xcodeproj/project.xcworkspace/
+imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/source/imgui/examples/apple_example/README.md b/source/imgui/examples/apple_example/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..339f6bf85765b88807f2b8dafcbda5fa6130bc70
--- /dev/null
+++ b/source/imgui/examples/apple_example/README.md
@@ -0,0 +1,41 @@
+# iOS / OSX example
+
+## Introduction
+
+This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
+
+It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The opengl3_example/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
+
+Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
+
+## How to Use on iOS
+
+* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
+* Run the example app.
+* Tap the "servername" button in the corner
+* Enter the name or the IP of your synergy host
+* If you had previously connected to a server, you may need to kill and re-start the app.
+
+## How to Build on OSX
+
+* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
+* Run the command: `brew install glfw3`
+* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
+* Click `Run` button
+
+## Notes and TODOs
+
+Things that would be nice but I didn't get around to doing:
+
+* iOS software keyboard not supported for text inputs
+* iOS hardware (bluetooth) keyboards not supported
+* Graceful disconnect/reconnect from uSynergy.
+* Copy/Paste not well-supported
+
+## C++ on iOS / OSX
+
+ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension. 
+
+Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
+
+In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/source/imgui/examples/apple_example/imguiex-ios/AppDelegate.h b/source/imgui/examples/apple_example/imguiex-ios/AppDelegate.h
new file mode 100644
index 0000000000000000000000000000000000000000..82f1542eb39f0a515dae4db3acc33fae70ffdca8
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/AppDelegate.h
@@ -0,0 +1,13 @@
+//
+//  AppDelegate.h
+//  imguiex
+
+#import <UIKit/UIKit.h>
+
+@interface AppDelegate : UIResponder <UIApplicationDelegate>
+
+@property (strong, nonatomic) UIWindow *window;
+
+
+@end
+
diff --git a/source/imgui/examples/apple_example/imguiex-ios/AppDelegate.m b/source/imgui/examples/apple_example/imguiex-ios/AppDelegate.m
new file mode 100644
index 0000000000000000000000000000000000000000..ab83101e7b4ba666180a4a72d0ec03ab307d4017
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/AppDelegate.m
@@ -0,0 +1,41 @@
+//
+//  AppDelegate.m
+//  imguiex
+
+#import "AppDelegate.h"
+
+@interface AppDelegate ()
+
+@end
+
+@implementation AppDelegate
+
+
+- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
+    // Override point for customization after application launch.
+    return YES;
+}
+
+- (void)applicationWillResignActive:(UIApplication *)application {
+    // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
+    // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
+}
+
+- (void)applicationDidEnterBackground:(UIApplication *)application {
+    // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
+    // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
+}
+
+- (void)applicationWillEnterForeground:(UIApplication *)application {
+    // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
+}
+
+- (void)applicationDidBecomeActive:(UIApplication *)application {
+    // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
+}
+
+- (void)applicationWillTerminate:(UIApplication *)application {
+    // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
+}
+
+@end
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Base.lproj/LaunchScreen.xib b/source/imgui/examples/apple_example/imguiex-ios/Base.lproj/LaunchScreen.xib
new file mode 100644
index 0000000000000000000000000000000000000000..5717c00e28e5b553fb3a87380d9031ffc0a45f9c
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/Base.lproj/LaunchScreen.xib
@@ -0,0 +1,32 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<document type="com.apple.InterfaceBuilder3.CocoaTouch.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES">
+    <dependencies>
+        <plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
+        <capability name="Constraints with non-1.0 multipliers" minToolsVersion="5.1"/>
+    </dependencies>
+    <objects>
+        <placeholder placeholderIdentifier="IBFilesOwner" id="-1" userLabel="File's Owner"/>
+        <placeholder placeholderIdentifier="IBFirstResponder" id="-2" customClass="UIResponder"/>
+        <view contentMode="scaleToFill" id="iN0-l3-epB">
+            <rect key="frame" x="0.0" y="0.0" width="480" height="480"/>
+            <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
+            <subviews>
+                <label opaque="NO" clipsSubviews="YES" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="imguiex" textAlignment="center" lineBreakMode="middleTruncation" baselineAdjustment="alignBaselines" minimumFontSize="18" translatesAutoresizingMaskIntoConstraints="NO" id="kId-c2-rCX">
+                    <rect key="frame" x="20" y="140" width="441" height="43"/>
+                    <fontDescription key="fontDescription" type="boldSystem" pointSize="36"/>
+                    <color key="textColor" cocoaTouchSystemColor="darkTextColor"/>
+                    <nil key="highlightedColor"/>
+                </label>
+            </subviews>
+            <color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
+            <constraints>
+                <constraint firstItem="kId-c2-rCX" firstAttribute="centerY" secondItem="iN0-l3-epB" secondAttribute="bottom" multiplier="1/3" constant="1" id="5cJ-9S-tgC"/>
+                <constraint firstAttribute="centerX" secondItem="kId-c2-rCX" secondAttribute="centerX" id="Koa-jz-hwk"/>
+                <constraint firstItem="kId-c2-rCX" firstAttribute="leading" secondItem="iN0-l3-epB" secondAttribute="leading" constant="20" symbolic="YES" id="fvb-Df-36g"/>
+            </constraints>
+            <nil key="simulatedStatusBarMetrics"/>
+            <freeformSimulatedSizeMetrics key="simulatedDestinationMetrics"/>
+            <point key="canvasLocation" x="548" y="455"/>
+        </view>
+    </objects>
+</document>
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Base.lproj/Main.storyboard b/source/imgui/examples/apple_example/imguiex-ios/Base.lproj/Main.storyboard
new file mode 100644
index 0000000000000000000000000000000000000000..90dfb2e67ca85b9697d3e945fd14767f966d287f
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/Base.lproj/Main.storyboard
@@ -0,0 +1,44 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" initialViewController="BV1-FR-VrT">
+    <dependencies>
+        <plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
+        <capability name="Constraints to layout margins" minToolsVersion="6.0"/>
+    </dependencies>
+    <scenes>
+        <!--Game View Controller-->
+        <scene sceneID="tXr-a1-R10">
+            <objects>
+                <viewController id="BV1-FR-VrT" customClass="GameViewController" sceneMemberID="viewController">
+                    <layoutGuides>
+                        <viewControllerLayoutGuide type="top" id="8aa-yV-Osq"/>
+                        <viewControllerLayoutGuide type="bottom" id="qHh-Mt-9TT"/>
+                    </layoutGuides>
+                    <view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="GLKView">
+                        <rect key="frame" x="0.0" y="0.0" width="600" height="600"/>
+                        <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
+                        <subviews>
+                            <button opaque="NO" contentMode="scaleToFill" misplaced="YES" contentHorizontalAlignment="left" contentVerticalAlignment="center" buttonType="roundedRect" lineBreakMode="middleTruncation" translatesAutoresizingMaskIntoConstraints="NO" id="piS-r7-VWh">
+                                <rect key="frame" x="16" y="550" width="136" height="30"/>
+                                <state key="normal" title="servername">
+                                    <color key="titleShadowColor" white="0.5" alpha="1" colorSpace="calibratedWhite"/>
+                                </state>
+                                <connections>
+                                    <action selector="onServernameTapped:" destination="BV1-FR-VrT" eventType="touchUpInside" id="9sO-yv-0be"/>
+                                </connections>
+                            </button>
+                        </subviews>
+                        <color key="backgroundColor" white="0.0" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
+                        <constraints>
+                            <constraint firstItem="qHh-Mt-9TT" firstAttribute="top" secondItem="piS-r7-VWh" secondAttribute="bottom" constant="20" id="JxW-fj-qni"/>
+                            <constraint firstItem="piS-r7-VWh" firstAttribute="leading" secondItem="3se-qz-xqx" secondAttribute="leadingMargin" constant="20" id="w5q-gx-tJj"/>
+                        </constraints>
+                    </view>
+                    <connections>
+                        <outlet property="btnServername" destination="piS-r7-VWh" id="9iV-ef-l6M"/>
+                    </connections>
+                </viewController>
+                <placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
+            </objects>
+        </scene>
+    </scenes>
+</document>
diff --git a/source/imgui/examples/apple_example/imguiex-ios/GameViewController.h b/source/imgui/examples/apple_example/imguiex-ios/GameViewController.h
new file mode 100644
index 0000000000000000000000000000000000000000..3323cfd55b3be148d226eabc06f0c4f46c5cbe43
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/GameViewController.h
@@ -0,0 +1,12 @@
+//
+//  GameViewController.h
+//  imguiex
+
+// This is the OpenGL Example template from XCode, modified to support ImGui
+
+#import <UIKit/UIKit.h>
+#import <GLKit/GLKit.h>
+
+@interface GameViewController : GLKViewController
+
+@end
diff --git a/source/imgui/examples/apple_example/imguiex-ios/GameViewController.m b/source/imgui/examples/apple_example/imguiex-ios/GameViewController.m
new file mode 100644
index 0000000000000000000000000000000000000000..316fbd6cccf238a0f39682709098fd2c92ccf737
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/GameViewController.m
@@ -0,0 +1,479 @@
+//
+//  GameViewController.m
+//  imguiex
+//
+#import "GameViewController.h"
+#import <OpenGLES/ES2/glext.h>
+
+#import "imgui_impl_ios.h"
+#import "debug_hud.h"
+
+#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+
+#define SERVERNAME_KEY @"ServerName"
+
+#define SERVERNAME_ALERT_TAG (10)
+
+// Uniform index.
+enum
+{
+    UNIFORM_MODELVIEWPROJECTION_MATRIX,
+    UNIFORM_NORMAL_MATRIX,
+    UNIFORM_DIFFUSE_COLOR,
+    
+    NUM_UNIFORMS
+};
+GLint uniforms[NUM_UNIFORMS];
+
+// Attribute index.
+enum
+{
+    ATTRIB_VERTEX,
+    ATTRIB_NORMAL,
+    NUM_ATTRIBUTES
+};
+
+GLfloat gCubeVertexData[216] = 
+{
+    // Data layout for each line below is:
+    // positionX, positionY, positionZ,     normalX, normalY, normalZ,
+    0.5f, -0.5f, -0.5f,        1.0f, 0.0f, 0.0f,
+    0.5f, 0.5f, -0.5f,         1.0f, 0.0f, 0.0f,
+    0.5f, -0.5f, 0.5f,         1.0f, 0.0f, 0.0f,
+    0.5f, -0.5f, 0.5f,         1.0f, 0.0f, 0.0f,
+    0.5f, 0.5f, -0.5f,          1.0f, 0.0f, 0.0f,
+    0.5f, 0.5f, 0.5f,         1.0f, 0.0f, 0.0f,
+    
+    0.5f, 0.5f, -0.5f,         0.0f, 1.0f, 0.0f,
+    -0.5f, 0.5f, -0.5f,        0.0f, 1.0f, 0.0f,
+    0.5f, 0.5f, 0.5f,          0.0f, 1.0f, 0.0f,
+    0.5f, 0.5f, 0.5f,          0.0f, 1.0f, 0.0f,
+    -0.5f, 0.5f, -0.5f,        0.0f, 1.0f, 0.0f,
+    -0.5f, 0.5f, 0.5f,         0.0f, 1.0f, 0.0f,
+    
+    -0.5f, 0.5f, -0.5f,        -1.0f, 0.0f, 0.0f,
+    -0.5f, -0.5f, -0.5f,       -1.0f, 0.0f, 0.0f,
+    -0.5f, 0.5f, 0.5f,         -1.0f, 0.0f, 0.0f,
+    -0.5f, 0.5f, 0.5f,         -1.0f, 0.0f, 0.0f,
+    -0.5f, -0.5f, -0.5f,       -1.0f, 0.0f, 0.0f,
+    -0.5f, -0.5f, 0.5f,        -1.0f, 0.0f, 0.0f,
+    
+    -0.5f, -0.5f, -0.5f,       0.0f, -1.0f, 0.0f,
+    0.5f, -0.5f, -0.5f,        0.0f, -1.0f, 0.0f,
+    -0.5f, -0.5f, 0.5f,        0.0f, -1.0f, 0.0f,
+    -0.5f, -0.5f, 0.5f,        0.0f, -1.0f, 0.0f,
+    0.5f, -0.5f, -0.5f,        0.0f, -1.0f, 0.0f,
+    0.5f, -0.5f, 0.5f,         0.0f, -1.0f, 0.0f,
+    
+    0.5f, 0.5f, 0.5f,          0.0f, 0.0f, 1.0f,
+    -0.5f, 0.5f, 0.5f,         0.0f, 0.0f, 1.0f,
+    0.5f, -0.5f, 0.5f,         0.0f, 0.0f, 1.0f,
+    0.5f, -0.5f, 0.5f,         0.0f, 0.0f, 1.0f,
+    -0.5f, 0.5f, 0.5f,         0.0f, 0.0f, 1.0f,
+    -0.5f, -0.5f, 0.5f,        0.0f, 0.0f, 1.0f,
+    
+    0.5f, -0.5f, -0.5f,        0.0f, 0.0f, -1.0f,
+    -0.5f, -0.5f, -0.5f,       0.0f, 0.0f, -1.0f,
+    0.5f, 0.5f, -0.5f,         0.0f, 0.0f, -1.0f,
+    0.5f, 0.5f, -0.5f,         0.0f, 0.0f, -1.0f,
+    -0.5f, -0.5f, -0.5f,       0.0f, 0.0f, -1.0f,
+    -0.5f, 0.5f, -0.5f,        0.0f, 0.0f, -1.0f
+};
+
+@interface GameViewController () <UIAlertViewDelegate>
+{
+    GLuint _program;
+    
+    GLKMatrix4 _modelViewProjectionMatrix;
+    GLKMatrix3 _normalMatrix;
+    float _rotation;
+    
+    GLuint _vertexArray;
+    GLuint _vertexBuffer;
+    
+    DebugHUD _hud;
+}
+@property (strong, nonatomic) EAGLContext *context;
+@property (strong, nonatomic) GLKBaseEffect *effect;
+@property (strong, nonatomic) ImGuiHelper *imgui;
+@property (weak, nonatomic) IBOutlet UIButton *btnServername;
+
+@property (strong, nonatomic) NSString *serverName;
+
+- (IBAction)onServernameTapped:(id)sender;
+
+- (void)setupGL;
+- (void)tearDownGL;
+
+- (BOOL)loadShaders;
+- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
+- (BOOL)linkProgram:(GLuint)prog;
+- (BOOL)validateProgram:(GLuint)prog;
+@end
+
+@implementation GameViewController
+
+- (void)viewDidLoad
+{
+    [super viewDidLoad];
+    
+    self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
+
+    if (!self.context) {
+        NSLog(@"Failed to create ES context");
+    }
+    
+    GLKView *view = (GLKView *)self.view;
+    view.context = self.context;
+    view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
+    
+    [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
+    
+    [self setupGL];
+    
+    NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
+    self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
+    self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
+    if (self.serverName)
+    {
+        [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
+        [self.imgui connectServer: self.serverName ];
+    }
+    
+    DebugHUD_InitDefaults( &_hud );
+}
+
+- (void)dealloc
+{    
+    [self tearDownGL];
+    
+    if ([EAGLContext currentContext] == self.context) {
+        [EAGLContext setCurrentContext:nil];
+    }
+}
+
+- (void)didReceiveMemoryWarning
+{
+    [super didReceiveMemoryWarning];
+
+    if ([self isViewLoaded] && ([[self view] window] == nil)) {
+        self.view = nil;
+        
+        [self tearDownGL];
+        
+        if ([EAGLContext currentContext] == self.context) {
+            [EAGLContext setCurrentContext:nil];
+        }
+        self.context = nil;
+    }
+
+    // Dispose of any resources that can be recreated.
+}
+
+
+- (BOOL)prefersStatusBarHidden {
+    return YES;
+}
+
+- (IBAction)onServernameTapped:(id)sender
+{
+    UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
+    alert.alertViewStyle = UIAlertViewStylePlainTextInput;
+    alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
+    [alert show];
+}
+
+- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
+{
+    if ((buttonIndex==0)&&(alertView.tag==SERVERNAME_ALERT_TAG))
+    {
+        // This is really janky. I usually just hardcode the servername since I'm building it anyway.
+        // If you want to properly handle updating the server, you'll want to tear down and recreate
+        // the usynergy stuff in connectServer
+        BOOL serverNameWasSet = self.serverName.length > 0;
+        NSString *serverName = [[alertView textFieldAtIndex:0] text];
+
+        if ([serverName length] > 0) {
+            self.serverName = serverName;
+            NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
+            [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
+            [userDefaults synchronize];
+            
+            [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
+            
+            // If we hadn't previously connected, try now
+            if (!serverNameWasSet) {
+                [self.imgui connectServer:self.serverName];
+            }
+            else
+            {
+                UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
+                                                                message:@"Restart the app to connect the server"
+                                                               delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
+                [alert show];
+            }
+        }
+    }
+}
+
+- (void)setupGL
+{
+    [EAGLContext setCurrentContext:self.context];
+    
+    [self loadShaders];
+    
+    self.effect = [[GLKBaseEffect alloc] init];
+    self.effect.light0.enabled = GL_TRUE;
+    self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
+    
+    glEnable(GL_DEPTH_TEST);
+    
+    glGenVertexArraysOES(1, &_vertexArray);
+    glBindVertexArrayOES(_vertexArray);
+    
+    glGenBuffers(1, &_vertexBuffer);
+    glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
+    
+    glEnableVertexAttribArray(GLKVertexAttribPosition);
+    glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
+    glEnableVertexAttribArray(GLKVertexAttribNormal);
+    glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
+    
+    glBindVertexArrayOES(0);
+    
+
+}
+
+- (void)tearDownGL
+{
+    [EAGLContext setCurrentContext:self.context];
+    
+    glDeleteBuffers(1, &_vertexBuffer);
+    glDeleteVertexArraysOES(1, &_vertexArray);
+    
+    self.effect = nil;
+    
+    if (_program) {
+        glDeleteProgram(_program);
+        _program = 0;
+    }
+}
+
+#pragma mark - GLKView and GLKViewController delegate methods
+
+- (void)update
+{
+    float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
+    GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
+    
+    self.effect.transform.projectionMatrix = projectionMatrix;
+    
+    GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
+    baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
+    
+    // Compute the model view matrix for the object rendered with GLKit
+    GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
+    modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
+    modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
+    
+    self.effect.transform.modelviewMatrix = modelViewMatrix;
+    
+    // Compute the model view matrix for the object rendered with ES2
+    modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
+    modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
+    modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
+    
+    _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
+    
+    _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
+    
+    _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
+}
+
+
+- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
+{
+	// Start the dear imgui frame
+    [self.imgui newFrame];
+    
+    // Create some UI elements
+    DebugHUD_DoInterface( &_hud );
+
+	// Render
+    glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+   
+    glBindVertexArrayOES(_vertexArray);
+    
+    // Render the object with GLKit
+    [self.effect prepareToDraw];
+    glDrawArrays(GL_TRIANGLES, 0, 36);
+    
+    // Render the object again with ES2
+    glUseProgram(_program);
+    glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
+    glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
+    glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
+    glDrawArrays(GL_TRIANGLES, 0, 36);
+        
+    self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
+    
+    // Render dear imgui as the last thing in the frame if possible
+    [self.imgui render];
+}
+
+#pragma mark -  OpenGL ES 2 shader compilation
+
+- (BOOL)loadShaders
+{
+    GLuint vertShader, fragShader;
+    NSString *vertShaderPathname, *fragShaderPathname;
+    
+    // Create shader program.
+    _program = glCreateProgram();
+    
+    // Create and compile vertex shader.
+    vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
+    if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
+        NSLog(@"Failed to compile vertex shader");
+        return NO;
+    }
+    
+    // Create and compile fragment shader.
+    fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
+    if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
+        NSLog(@"Failed to compile fragment shader");
+        return NO;
+    }
+    
+    // Attach vertex shader to program.
+    glAttachShader(_program, vertShader);
+    
+    // Attach fragment shader to program.
+    glAttachShader(_program, fragShader);
+    
+    // Bind attribute locations.
+    // This needs to be done prior to linking.
+    glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
+    glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
+    
+    // Link program.
+    if (![self linkProgram:_program]) {
+        NSLog(@"Failed to link program: %d", _program);
+        
+        if (vertShader) {
+            glDeleteShader(vertShader);
+            vertShader = 0;
+        }
+        if (fragShader) {
+            glDeleteShader(fragShader);
+            fragShader = 0;
+        }
+        if (_program) {
+            glDeleteProgram(_program);
+            _program = 0;
+        }
+        
+        return NO;
+    }
+    
+    // Get uniform locations.
+    uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
+    uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
+    uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
+    
+    // Release vertex and fragment shaders.
+    if (vertShader) {
+        glDetachShader(_program, vertShader);
+        glDeleteShader(vertShader);
+    }
+    if (fragShader) {
+        glDetachShader(_program, fragShader);
+        glDeleteShader(fragShader);
+    }
+    
+    return YES;
+}
+
+- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
+{
+    GLint status;
+    const GLchar *source;
+    
+    source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
+    if (!source) {
+        NSLog(@"Failed to load vertex shader");
+        return NO;
+    }
+    
+    *shader = glCreateShader(type);
+    glShaderSource(*shader, 1, &source, NULL);
+    glCompileShader(*shader);
+    
+#if defined(DEBUG)
+    GLint logLength;
+    glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
+    if (logLength > 0) {
+        GLchar *log = (GLchar *)malloc(logLength);
+        glGetShaderInfoLog(*shader, logLength, &logLength, log);
+        NSLog(@"Shader compile log:\n%s", log);
+        free(log);
+    }
+#endif
+    
+    glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
+    if (status == 0) {
+        glDeleteShader(*shader);
+        return NO;
+    }
+    
+    return YES;
+}
+
+- (BOOL)linkProgram:(GLuint)prog
+{
+    GLint status;
+    glLinkProgram(prog);
+    
+#if defined(DEBUG)
+    GLint logLength;
+    glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
+    if (logLength > 0) {
+        GLchar *log = (GLchar *)malloc(logLength);
+        glGetProgramInfoLog(prog, logLength, &logLength, log);
+        NSLog(@"Program link log:\n%s", log);
+        free(log);
+    }
+#endif
+    
+    glGetProgramiv(prog, GL_LINK_STATUS, &status);
+    if (status == 0) {
+        return NO;
+    }
+    
+    return YES;
+}
+
+- (BOOL)validateProgram:(GLuint)prog
+{
+    GLint logLength, status;
+    
+    glValidateProgram(prog);
+    glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
+    if (logLength > 0) {
+        GLchar *log = (GLchar *)malloc(logLength);
+        glGetProgramInfoLog(prog, logLength, &logLength, log);
+        NSLog(@"Program validate log:\n%s", log);
+        free(log);
+    }
+    
+    glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
+    if (status == 0) {
+        return NO;
+    }
+    
+    return YES;
+}
+
+@end
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
new file mode 100644
index 0000000000000000000000000000000000000000..06b60d8b4bc9aea023c7889c1aefc70f7794ffd0
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
@@ -0,0 +1,77 @@
+{
+  "images" : [
+    {
+      "idiom" : "iphone",
+      "size" : "29x29",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "iphone",
+      "size" : "29x29",
+      "scale" : "3x"
+    },
+    {
+      "idiom" : "iphone",
+      "size" : "40x40",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "iphone",
+      "size" : "40x40",
+      "scale" : "3x"
+    },
+    {
+      "size" : "60x60",
+      "idiom" : "iphone",
+      "filename" : "icon_imgui_60@2x~iphone.png",
+      "scale" : "2x"
+    },
+    {
+      "size" : "60x60",
+      "idiom" : "iphone",
+      "filename" : "icon_imgui_60@3x~iphone.png",
+      "scale" : "3x"
+    },
+    {
+      "idiom" : "ipad",
+      "size" : "29x29",
+      "scale" : "1x"
+    },
+    {
+      "idiom" : "ipad",
+      "size" : "29x29",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "ipad",
+      "size" : "40x40",
+      "scale" : "1x"
+    },
+    {
+      "idiom" : "ipad",
+      "size" : "40x40",
+      "scale" : "2x"
+    },
+    {
+      "size" : "76x76",
+      "idiom" : "ipad",
+      "filename" : "icon_imgui_76~ipad.png",
+      "scale" : "1x"
+    },
+    {
+      "size" : "76x76",
+      "idiom" : "ipad",
+      "filename" : "icon_imgui_76@2x~ipad.png",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "ipad",
+      "size" : "83.5x83.5",
+      "scale" : "2x"
+    }
+  ],
+  "info" : {
+    "version" : 1,
+    "author" : "xcode"
+  }
+}
\ No newline at end of file
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
new file mode 100644
index 0000000000000000000000000000000000000000..d728bc3fe627b885d0c9df2ce95ddd9bc89ee419
Binary files /dev/null and b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png differ
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
new file mode 100644
index 0000000000000000000000000000000000000000..f48b799dba2cf05b31924886eb4fc9d803ea4a83
Binary files /dev/null and b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png differ
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
new file mode 100644
index 0000000000000000000000000000000000000000..67b08b84c6c5ceb4982bd6f278c46138b73c20b8
Binary files /dev/null and b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png differ
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
new file mode 100644
index 0000000000000000000000000000000000000000..ae88e04d9c50882bb5636c6514ef03ba7214e3d4
Binary files /dev/null and b/source/imgui/examples/apple_example/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png differ
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Info.plist b/source/imgui/examples/apple_example/imguiex-ios/Info.plist
new file mode 100644
index 0000000000000000000000000000000000000000..bc6f548cb97bc9b81afde41cf912feb5783aba98
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/Info.plist
@@ -0,0 +1,49 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>en</string>
+	<key>CFBundleExecutable</key>
+	<string>$(EXECUTABLE_NAME)</string>
+	<key>CFBundleIdentifier</key>
+	<string>org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>$(PRODUCT_NAME)</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleShortVersionString</key>
+	<string>1.0</string>
+	<key>CFBundleSignature</key>
+	<string>????</string>
+	<key>CFBundleVersion</key>
+	<string>1</string>
+	<key>LSRequiresIPhoneOS</key>
+	<true/>
+	<key>UILaunchStoryboardName</key>
+	<string>LaunchScreen</string>
+	<key>UIMainStoryboardFile</key>
+	<string>Main</string>
+	<key>UIRequiredDeviceCapabilities</key>
+	<array>
+		<string>armv7</string>
+	</array>
+	<key>UIStatusBarHidden</key>
+	<true/>
+	<key>UISupportedInterfaceOrientations</key>
+	<array>
+		<string>UIInterfaceOrientationPortrait</string>
+		<string>UIInterfaceOrientationLandscapeLeft</string>
+		<string>UIInterfaceOrientationLandscapeRight</string>
+	</array>
+	<key>UISupportedInterfaceOrientations~ipad</key>
+	<array>
+		<string>UIInterfaceOrientationPortrait</string>
+		<string>UIInterfaceOrientationPortraitUpsideDown</string>
+		<string>UIInterfaceOrientationLandscapeLeft</string>
+		<string>UIInterfaceOrientationLandscapeRight</string>
+	</array>
+</dict>
+</plist>
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Shaders/Shader.fsh b/source/imgui/examples/apple_example/imguiex-ios/Shaders/Shader.fsh
new file mode 100644
index 0000000000000000000000000000000000000000..4000524fc9f391b7c88bd274f02520905ab9e2a3
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/Shaders/Shader.fsh
@@ -0,0 +1,10 @@
+//
+//  Shader.fsh
+//  imguiex
+
+varying lowp vec4 colorVarying;
+
+void main()
+{
+    gl_FragColor = colorVarying;
+}
diff --git a/source/imgui/examples/apple_example/imguiex-ios/Shaders/Shader.vsh b/source/imgui/examples/apple_example/imguiex-ios/Shaders/Shader.vsh
new file mode 100644
index 0000000000000000000000000000000000000000..313c3d7a3831b43b03f552249d77183bf0a83512
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/Shaders/Shader.vsh
@@ -0,0 +1,25 @@
+//
+//  Shader.vsh
+//  imguiex
+
+attribute vec4 position;
+attribute vec3 normal;
+
+varying lowp vec4 colorVarying;
+
+uniform vec3 diffuseColor;
+uniform mat4 modelViewProjectionMatrix;
+uniform mat3 normalMatrix;
+
+void main()
+{
+    vec3 eyeNormal = normalize(normalMatrix * normal);
+    vec3 lightPosition = vec3(0.0, 0.0, 1.0);
+    
+    float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
+    
+    vec3 colorLit = diffuseColor * nDotVP;
+    colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
+    
+    gl_Position = modelViewProjectionMatrix * position;
+}
diff --git a/source/imgui/examples/apple_example/imguiex-ios/debug_hud.cpp b/source/imgui/examples/apple_example/imguiex-ios/debug_hud.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..28722b56de2cf6e82251be479c15b89136f249ca
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -0,0 +1,73 @@
+//
+//  debug_hud.cpp
+//  imguiex
+
+#include <stdio.h>
+
+#include "debug_hud.h"
+#include "imgui.h"
+
+void DebugHUD_InitDefaults( DebugHUD *hud )
+{
+    hud->show_demo_window = true;
+    hud->show_another_window = true;
+    hud->rotation_speed = 15.0f;
+    
+    hud->cubeColor1[0] = 0.4f;
+    hud->cubeColor1[1] = 0.4f;
+    hud->cubeColor1[2] = 1.0f;
+    hud->cubeColor1[3] = 1.0f;
+    
+    hud->cubeColor2[0] = 1.0f;
+    hud->cubeColor2[1] = 0.4f;
+    hud->cubeColor2[2] = 0.4f;
+    hud->cubeColor2[3] = 1.0f;
+    
+    hud->clearColor[0] = 0.45f;
+    hud->clearColor[1] = 0.55f;
+    hud->clearColor[2] = 0.60f;
+    hud->clearColor[3] = 1.00f;
+}
+
+void DebugHUD_DoInterface(DebugHUD *hud)
+{
+    // 1. Show a simple window.
+    // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+    {
+        static float f = 0.0f;
+        static int counter = 0;
+        ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+        ImGui::ColorEdit3("clear color", hud->clearColor);      // Edit 3 floats representing a color
+
+        ImGui::Checkbox("Demo Window", &hud->show_demo_window);      // Edit bools storing our windows open/close state
+        ImGui::Checkbox("Another Window", &hud->show_another_window);
+
+        if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+            counter++;
+        ImGui::SameLine();
+        ImGui::Text("counter = %d", counter);
+
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+    }
+
+    // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+    if (hud->show_another_window)
+    {
+        ImGui::Begin("Another Window", &hud->show_another_window);
+        ImGui::Text("Hello from another window!");
+        ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
+        ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
+        ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
+        if (ImGui::Button("Close Me"))
+            hud->show_another_window = false;
+        ImGui::End();
+    }
+
+    // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+    if (hud->show_demo_window)
+    {
+        ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+        ImGui::ShowDemoWindow(&hud->show_demo_window);
+    }
+}
diff --git a/source/imgui/examples/apple_example/imguiex-ios/debug_hud.h b/source/imgui/examples/apple_example/imguiex-ios/debug_hud.h
new file mode 100644
index 0000000000000000000000000000000000000000..4ef535729cb8869efc6b1be1e46c80929488ec73
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/debug_hud.h
@@ -0,0 +1,26 @@
+//
+//  debug_hud.h
+//  imguiex
+
+#pragma once
+
+typedef struct DebugHUD
+{
+    bool show_demo_window;
+    bool show_another_window;
+    float rotation_speed;
+    float cubeColor1[4];
+    float cubeColor2[4];
+    float clearColor[4];
+} DebugHUD;
+
+#if __cplusplus
+extern "C" {
+#endif
+
+void DebugHUD_InitDefaults(DebugHUD *hud);
+void DebugHUD_DoInterface(DebugHUD *hud);
+
+#if __cplusplus
+}
+#endif
diff --git a/source/imgui/examples/apple_example/imguiex-ios/imgui_ex_icon.png b/source/imgui/examples/apple_example/imguiex-ios/imgui_ex_icon.png
new file mode 100644
index 0000000000000000000000000000000000000000..820e4d73e3bdb406ce26f87d09a0a38018e3bbf4
Binary files /dev/null and b/source/imgui/examples/apple_example/imguiex-ios/imgui_ex_icon.png differ
diff --git a/source/imgui/examples/apple_example/imguiex-ios/imgui_impl_ios.h b/source/imgui/examples/apple_example/imguiex-ios/imgui_impl_ios.h
new file mode 100644
index 0000000000000000000000000000000000000000..9b01dd3ba069f498a5759e3dced042934eecc253
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/imgui_impl_ios.h
@@ -0,0 +1,22 @@
+// ImGui iOS+OpenGL+Synergy binding
+// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
+// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
+
+// by Joel Davis (joeld42@gmail.com)
+
+#pragma once
+
+#include <Foundation/Foundation.h>
+#include <UIKit/UIKit.h>
+
+@interface ImGuiHelper : NSObject
+
+- (id) initWithView: (UIView *)view;
+
+- (void)connectServer: (NSString*)serverName;
+
+- (void)render;
+- (void)newFrame;
+
+@end
diff --git a/source/imgui/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/source/imgui/examples/apple_example/imguiex-ios/imgui_impl_ios.mm
new file mode 100644
index 0000000000000000000000000000000000000000..440b586a8df1f48fa8ac791f13dcc0bf301eb414
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/imgui_impl_ios.mm
@@ -0,0 +1,808 @@
+// ImGui iOS+OpenGL+Synergy binding
+// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
+// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
+
+// TODO:
+// - Clipboard is not supported.
+
+#import <OpenGLES/ES3/gl.h>
+#import <OpenGLES/ES3/glext.h>
+
+#include <sys/time.h>
+#include <sys/types.h>
+#include <sys/socket.h>
+#include <netdb.h>
+
+#include "imgui_impl_ios.h"
+#include "imgui.h"
+
+#include "uSynergy.h"
+
+// From Carbon HIToolbox/Events.h
+// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
+enum {
+    kVK_ANSI_A                    = 0x00,
+    kVK_ANSI_S                    = 0x01,
+    kVK_ANSI_D                    = 0x02,
+    kVK_ANSI_F                    = 0x03,
+    kVK_ANSI_H                    = 0x04,
+    kVK_ANSI_G                    = 0x05,
+    kVK_ANSI_Z                    = 0x06,
+    kVK_ANSI_X                    = 0x07,
+    kVK_ANSI_C                    = 0x08,
+    kVK_ANSI_V                    = 0x09,
+    kVK_ANSI_B                    = 0x0B,
+    kVK_ANSI_Q                    = 0x0C,
+    kVK_ANSI_W                    = 0x0D,
+    kVK_ANSI_E                    = 0x0E,
+    kVK_ANSI_R                    = 0x0F,
+    kVK_ANSI_Y                    = 0x10,
+    kVK_ANSI_T                    = 0x11,
+    kVK_ANSI_1                    = 0x12,
+    kVK_ANSI_2                    = 0x13,
+    kVK_ANSI_3                    = 0x14,
+    kVK_ANSI_4                    = 0x15,
+    kVK_ANSI_6                    = 0x16,
+    kVK_ANSI_5                    = 0x17,
+    kVK_ANSI_Equal                = 0x18,
+    kVK_ANSI_9                    = 0x19,
+    kVK_ANSI_7                    = 0x1A,
+    kVK_ANSI_Minus                = 0x1B,
+    kVK_ANSI_8                    = 0x1C,
+    kVK_ANSI_0                    = 0x1D,
+    kVK_ANSI_RightBracket         = 0x1E,
+    kVK_ANSI_O                    = 0x1F,
+    kVK_ANSI_U                    = 0x20,
+    kVK_ANSI_LeftBracket          = 0x21,
+    kVK_ANSI_I                    = 0x22,
+    kVK_ANSI_P                    = 0x23,
+    kVK_ANSI_L                    = 0x25,
+    kVK_ANSI_J                    = 0x26,
+    kVK_ANSI_Quote                = 0x27,
+    kVK_ANSI_K                    = 0x28,
+    kVK_ANSI_Semicolon            = 0x29,
+    kVK_ANSI_Backslash            = 0x2A,
+    kVK_ANSI_Comma                = 0x2B,
+    kVK_ANSI_Slash                = 0x2C,
+    kVK_ANSI_N                    = 0x2D,
+    kVK_ANSI_M                    = 0x2E,
+    kVK_ANSI_Period               = 0x2F,
+    kVK_ANSI_Grave                = 0x32,
+    kVK_ANSI_KeypadDecimal        = 0x41,
+    kVK_ANSI_KeypadMultiply       = 0x43,
+    kVK_ANSI_KeypadPlus           = 0x45,
+    kVK_ANSI_KeypadClear          = 0x47,
+    kVK_ANSI_KeypadDivide         = 0x4B,
+    kVK_ANSI_KeypadEnter          = 0x4C,
+    kVK_ANSI_KeypadMinus          = 0x4E,
+    kVK_ANSI_KeypadEquals         = 0x51,
+    kVK_ANSI_Keypad0              = 0x52,
+    kVK_ANSI_Keypad1              = 0x53,
+    kVK_ANSI_Keypad2              = 0x54,
+    kVK_ANSI_Keypad3              = 0x55,
+    kVK_ANSI_Keypad4              = 0x56,
+    kVK_ANSI_Keypad5              = 0x57,
+    kVK_ANSI_Keypad6              = 0x58,
+    kVK_ANSI_Keypad7              = 0x59,
+    kVK_ANSI_Keypad8              = 0x5B,
+    kVK_ANSI_Keypad9              = 0x5C
+};
+
+/* keycodes for keys that are independent of keyboard layout*/
+enum {
+    kVK_Return                    = 0x24,
+    kVK_Tab                       = 0x30,
+    kVK_Space                     = 0x31,
+    kVK_Delete                    = 0x33,
+    kVK_Escape                    = 0x35,
+    kVK_Command                   = 0x37,
+    kVK_Shift                     = 0x38,
+    kVK_CapsLock                  = 0x39,
+    kVK_Option                    = 0x3A,
+    kVK_Control                   = 0x3B,
+    kVK_RightShift                = 0x3C,
+    kVK_RightOption               = 0x3D,
+    kVK_RightControl              = 0x3E,
+    kVK_Function                  = 0x3F,
+    kVK_F17                       = 0x40,
+    kVK_VolumeUp                  = 0x48,
+    kVK_VolumeDown                = 0x49,
+    kVK_Mute                      = 0x4A,
+    kVK_F18                       = 0x4F,
+    kVK_F19                       = 0x50,
+    kVK_F20                       = 0x5A,
+    kVK_F5                        = 0x60,
+    kVK_F6                        = 0x61,
+    kVK_F7                        = 0x62,
+    kVK_F3                        = 0x63,
+    kVK_F8                        = 0x64,
+    kVK_F9                        = 0x65,
+    kVK_F11                       = 0x67,
+    kVK_F13                       = 0x69,
+    kVK_F16                       = 0x6A,
+    kVK_F14                       = 0x6B,
+    kVK_F10                       = 0x6D,
+    kVK_F12                       = 0x6F,
+    kVK_F15                       = 0x71,
+    kVK_Help                      = 0x72,
+    kVK_Home                      = 0x73,
+    kVK_PageUp                    = 0x74,
+    kVK_ForwardDelete             = 0x75,
+    kVK_F4                        = 0x76,
+    kVK_End                       = 0x77,
+    kVK_F2                        = 0x78,
+    kVK_PageDown                  = 0x79,
+    kVK_F1                        = 0x7A,
+    kVK_LeftArrow                 = 0x7B,
+    kVK_RightArrow                = 0x7C,
+    kVK_DownArrow                 = 0x7D,
+    kVK_UpArrow                   = 0x7E
+};
+
+static char g_keycodeCharUnshifted[256] = {};
+static char g_keycodeCharShifted[256] = {};
+
+//static double       g_Time = 0.0f;
+static bool         g_MousePressed[3] = { false, false, false };
+static float        g_mouseWheelX = 0.0f;
+static float        g_mouseWheelY = 0.0f;
+
+static GLuint       g_FontTexture = 0;
+static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
+static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
+static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
+static size_t       g_VboSize = 0;
+static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
+static float        g_displayScale;
+
+static int usynergy_sockfd;
+static bool g_synergyPtrActive = false;
+static uint16_t g_mousePosX = 0;
+static uint16_t g_mousePosY = 0;
+
+static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
+bool ImGui_ImplIOS_CreateDeviceObjects();
+
+static NSString *g_serverName;
+
+uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
+{
+    // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
+    // uSynergy does not support SSL.
+    
+    NSLog( @"Connect Func!");
+    struct addrinfo hints, *res;
+    
+    // first, load up address structs with getaddrinfo():
+    memset(&hints, 0, sizeof hints);
+    hints.ai_family = AF_UNSPEC;  // use IPv4 or IPv6, whichever
+    hints.ai_socktype = SOCK_STREAM;
+    
+    // get server address
+    getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
+    
+    if (!res)
+    {
+        NSLog( @"Could not find server: %@", g_serverName );
+        return USYNERGY_FALSE;
+    }
+    
+    // make a socket:
+    usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
+    
+    // connect it to the address and port we passed in to getaddrinfo():
+    int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
+    if (!ret) {
+        NSLog( @"Connect succeeded...");
+    } else {
+        NSLog( @"Connect failed, %d", ret );
+    }
+    
+    
+    return USYNERGY_TRUE;
+}
+
+uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
+{
+//    NSLog( @"Send Func" );
+    send( usynergy_sockfd, buffer, length, 0 );
+    
+    return USYNERGY_TRUE;
+}
+
+uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
+{
+    *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
+    
+    return USYNERGY_TRUE;
+}
+
+void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
+{
+    usleep( timeMs * 1000 );
+}
+
+uint32_t ImGui_GetTimeFunc()
+{
+    struct timeval  tv;
+    gettimeofday(&tv, NULL);
+    
+    return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
+}
+
+void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
+{
+    puts(text);
+}
+
+void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
+{
+    g_synergyPtrActive = active;
+//    printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
+}
+
+void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
+                         uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
+{
+//    printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y,  wheelX, wheelY );
+    uSynergyContext *ctx = (uSynergyContext*)cookie;
+    g_mousePosX = x;
+    g_mousePosY = y;
+    g_mouseWheelX = wheelX;
+    g_mouseWheelY = wheelY;
+    g_MousePressed[0] = buttonLeft;
+    g_MousePressed[1] = buttonMiddle;
+    g_MousePressed[2] = buttonRight;
+    
+    ctx->m_mouseWheelX = 0;
+    ctx->m_mouseWheelY = 0;
+}
+
+void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
+                            uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
+{
+    int scanCode = key-1;
+    // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeysDown[key] = down;
+    io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
+    io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
+    io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
+    io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
+    
+    // Add this as keyboard input
+    if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL)) 
+	{
+        // If this key maps to a character input, apply it
+        int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
+        io.AddInputCharacter((unsigned short)charForKeycode);
+    }
+    
+}
+
+void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
+{
+    printf("Synergy: joystick callback TODO\n");
+}
+
+void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
+{
+    printf("Synergy: clipboard callback TODO\n" );
+}
+
+@interface ImGuiHelper ()
+{
+    BOOL _mouseDown;
+    BOOL _mouseTapped;
+    CGPoint _touchPos;
+
+    uSynergyContext _synergyCtx;
+    dispatch_queue_t _synergyQueue;
+}
+@property (nonatomic, weak) UIView *view;
+@property (nonatomic, strong) NSString *serverName;
+
+@end
+
+@implementation ImGuiHelper
+
+- (id) initWithView: (UIView *)view
+{
+    self = [super init];
+    if (self)
+    {
+        self.view = view;
+
+        [self setupImGuiHooks];
+    }
+    return self;
+}
+
+- (void)setupKeymaps
+{
+    // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
+    // but this was the best I could come up with. There are some device independent API's available
+    // to convert scan codes to unicode characters, but these are only available on mac and not
+    // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
+    // this or  any way to get the character codes out of usynergy.
+    g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
+    g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
+    g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
+    g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
+    g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
+    g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
+    g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
+    g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
+    g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
+    g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
+    g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
+    g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
+    g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
+    g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
+    g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
+    g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
+    g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
+    g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
+    g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
+    g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
+    g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
+    g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
+    g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
+    g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
+    g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
+    g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
+    g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
+    g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
+    g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
+    g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
+    g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
+    g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
+    g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
+    g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
+    g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
+    g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
+    g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
+    g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
+    g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
+    g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
+    g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
+    g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
+    g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
+    g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
+    g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
+    g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
+    g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
+    g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
+    g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
+    g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
+    g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
+    g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
+    g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
+    g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
+    g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
+    g_keycodeCharUnshifted[ kVK_Space ]=' ';
+    
+    g_keycodeCharShifted[ kVK_ANSI_A ]='A';
+    g_keycodeCharShifted[ kVK_ANSI_S ]='S';
+    g_keycodeCharShifted[ kVK_ANSI_D ]='D';
+    g_keycodeCharShifted[ kVK_ANSI_F ]='F';
+    g_keycodeCharShifted[ kVK_ANSI_H ]='H';
+    g_keycodeCharShifted[ kVK_ANSI_G ]='G';
+    g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
+    g_keycodeCharShifted[ kVK_ANSI_X ]='X';
+    g_keycodeCharShifted[ kVK_ANSI_C ]='C';
+    g_keycodeCharShifted[ kVK_ANSI_V ]='V';
+    g_keycodeCharShifted[ kVK_ANSI_B ]='B';
+    g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
+    g_keycodeCharShifted[ kVK_ANSI_W ]='W';
+    g_keycodeCharShifted[ kVK_ANSI_E ]='E';
+    g_keycodeCharShifted[ kVK_ANSI_R ]='R';
+    g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
+    g_keycodeCharShifted[ kVK_ANSI_T ]='T';
+    g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
+    g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
+    g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
+    g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
+    g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
+    g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
+    g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
+    g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
+    g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
+    g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
+    g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
+    g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
+    g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
+    g_keycodeCharShifted[ kVK_ANSI_O ]='O';
+    g_keycodeCharShifted[ kVK_ANSI_U ]='U';
+    g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
+    g_keycodeCharShifted[ kVK_ANSI_I ]='I';
+    g_keycodeCharShifted[ kVK_ANSI_P ]='P';
+    g_keycodeCharShifted[ kVK_ANSI_L ]='L';
+    g_keycodeCharShifted[ kVK_ANSI_J ]='J';
+    g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
+    g_keycodeCharShifted[ kVK_ANSI_K ]='K';
+    g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
+    g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
+    g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
+    g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
+    g_keycodeCharShifted[ kVK_ANSI_N ]='N';
+    g_keycodeCharShifted[ kVK_ANSI_M ]='M';
+    g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
+    g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
+    g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
+    g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
+    g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
+    g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
+    g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
+    g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
+    g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
+    g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
+    g_keycodeCharShifted[ kVK_Space ]=' ';
+}
+
+- (void)setupImGuiHooks
+{
+    ImGuiIO &io = ImGui::GetIO();
+    
+    [self setupKeymaps];
+    
+    // Account for retina display for glScissor
+    g_displayScale = [[UIScreen mainScreen] scale];
+    
+    ImGuiStyle &style = ImGui::GetStyle();
+    style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
+    
+    io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
+    
+    UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
+    [self.view addGestureRecognizer:panRecognizer];
+    
+    UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
+    [self.view addGestureRecognizer:tapRecoginzer];
+    
+    // Fill out the Synergy key map
+    // (for some reason synergy scan codes are off by 1)
+    io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
+    io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
+    io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
+    io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
+    io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
+    io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
+    io.KeyMap[ImGuiKey_End] = kVK_End+1;
+    io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
+    io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
+    io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
+    io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
+    io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
+    io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
+    io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
+    io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
+    io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
+    io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
+    io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
+    io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
+}
+
+- (void)connectServer: (NSString*)serverName
+{
+    self.serverName = serverName;
+    g_serverName = serverName;
+    
+    // Init synergy
+    NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
+    
+    uSynergyInit( &_synergyCtx );
+    _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
+    _synergyCtx.m_clientWidth = self.view.bounds.size.width;
+    _synergyCtx.m_clientHeight = self.view.bounds.size.height;
+    
+    _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
+    _synergyCtx.m_sendFunc = ImGui_SendFunc;
+    _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
+    _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
+    _synergyCtx.m_traceFunc = ImGui_TraceFunc;
+    _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
+    
+    _synergyCtx.m_traceFunc = ImGui_TraceFunc;
+    _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
+    _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
+    _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
+    
+    _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
+    
+    // Create a background thread for synergy
+    _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
+    dispatch_async( _synergyQueue, ^{
+        while (1) {
+            uSynergyUpdate( &_synergyCtx );
+        }
+    });
+}
+
+
+- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
+{
+    
+    if ((recognizer.state == UIGestureRecognizerStateBegan) ||
+        (recognizer.state == UIGestureRecognizerStateChanged))
+    {
+        _mouseDown = YES;
+        _touchPos = [recognizer locationInView:self.view];
+    }
+    else
+    {
+        _mouseDown = NO;
+        _touchPos = CGPointMake( -1, -1 );
+    }
+}
+
+- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
+{
+    _touchPos = [recognizer locationInView:self.view];
+    _mouseTapped = YES;
+}
+    
+- (void)render
+{
+    ImGui::Render();
+}
+
+- (void)newFrame
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiStyle &style = ImGui::GetStyle();
+    
+    if (!g_FontTexture)
+    {
+        ImGui_ImplIOS_CreateDeviceObjects();
+    }
+    
+    io.DisplaySize = ImVec2( _view.bounds.size.width, _view.bounds.size.height );
+
+    io.MouseDrawCursor = g_synergyPtrActive;
+    if (g_synergyPtrActive)
+    {
+        style.TouchExtraPadding = ImVec2( 0.0, 0.0 );
+        io.MousePos = ImVec2( g_mousePosX, g_mousePosY );
+        for (int i=0; i < 3; i++)
+        {
+            io.MouseDown[i] = g_MousePressed[i];
+        }
+
+        // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
+        io.MouseWheel = g_mouseWheelY / 500.0;
+        io.MouseWheelH = g_mouseWheelX / 500.0;
+    }
+    else
+    {
+        // Synergy not active, use touch events
+        style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
+        io.MousePos = ImVec2(_touchPos.x, _touchPos.y );
+        if ((_mouseDown) || (_mouseTapped))
+        {
+            io.MouseDown[0] = true;
+            _mouseTapped = NO;
+        }
+        else
+        {
+            io.MouseDown[0] = false;
+        }
+    }
+    
+    ImGui::NewFrame();
+}
+@end
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES
+static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
+{
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+	// FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
+    GLint last_program, last_texture;
+    glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glEnable(GL_BLEND);
+    glBlendEquation(GL_FUNC_ADD);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    glActiveTexture(GL_TEXTURE0);
+    
+    // Setup orthographic projection matrix
+    const float width = ImGui::GetIO().DisplaySize.x;
+    const float height = ImGui::GetIO().DisplaySize.y;
+    const float ortho_projection[4][4] =
+    {
+        { 2.0f/width,	0.0f,			0.0f,		0.0f },
+        { 0.0f,			2.0f/-height,	0.0f,		0.0f },
+        { 0.0f,			0.0f,			-1.0f,		0.0f },
+        { -1.0f,		1.0f,			0.0f,		1.0f },
+    };
+    glUseProgram(g_ShaderHandle);
+    glUniform1i(g_AttribLocationTex, 0);
+    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+    glBindVertexArray(g_VaoHandle);
+    
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        ImDrawList* cmd_list = draw_data->CmdLists[n];
+        ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
+        
+        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+        const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
+        if (g_VboSize < needed_vtx_size)
+        {
+            // Grow our buffer if needed
+            g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
+            glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
+        }
+
+        unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
+        if (!vtx_data)
+            continue;
+        memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        glUnmapBuffer(GL_ARRAY_BUFFER);
+        
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+                glScissor((int)(pcmd->ClipRect.x * g_displayScale),
+                          (int)((height - pcmd->ClipRect.w) * g_displayScale),
+                          (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
+                          (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
+                glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
+            }
+            idx_buffer += pcmd->ElemCount;
+        }
+    }
+    
+    // Restore modified state
+    glBindVertexArray(0);
+    glBindBuffer( GL_ARRAY_BUFFER, 0);
+    glEnable(GL_CULL_FACE);
+    glEnable(GL_DEPTH_TEST);
+    glUseProgram(last_program);
+    glDisable(GL_SCISSOR_TEST);
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+}
+
+void ImGui_ImplIOS_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
+    
+    // Upload texture to graphics system
+    GLint last_texture;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGenTextures(1, &g_FontTexture);
+    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+    
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+
+    // Restore state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+}
+
+bool ImGui_ImplIOS_CreateDeviceObjects()
+{
+    const GLchar *vertex_shader =
+    "uniform mat4 ProjMtx;\n"
+    "attribute highp vec2 Position;\n"
+    "attribute highp vec2 UV;\n"
+    "attribute highp vec4 Color;\n"
+    "varying vec2 Frag_UV;\n"
+    "varying vec4 Frag_Color;\n"
+    "void main()\n"
+    "{\n"
+    "	Frag_UV = UV;\n"
+    "	Frag_Color = Color;\n"
+    "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+    "}\n";
+    
+    const GLchar* fragment_shader =
+    "uniform sampler2D Texture;\n"
+    "varying highp vec2 Frag_UV;\n"
+    "varying highp vec4 Frag_Color;\n"
+    "void main()\n"
+    "{\n"
+    "	gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
+    "}\n";
+    
+    g_ShaderHandle = glCreateProgram();
+    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+    glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
+    glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
+    glCompileShader(g_VertHandle);
+    
+#if defined(DEBUG)
+    GLint logLength;
+    glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
+    if (logLength > 0) {
+        GLchar *log = (GLchar *)malloc(logLength);
+        glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
+        NSLog(@"VERTEX Shader compile log:\n%s", log);
+        free(log);
+    }
+#endif
+    
+    glCompileShader(g_FragHandle);
+    
+#if defined(DEBUG)
+    glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
+    if (logLength > 0) {
+        GLchar *log = (GLchar *)malloc(logLength);
+        glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
+        NSLog(@"FRAGMENT Shader compile log:\n%s", log);
+        free(log);
+    }
+#endif
+    
+    glAttachShader(g_ShaderHandle, g_VertHandle);
+    glAttachShader(g_ShaderHandle, g_FragHandle);
+    glLinkProgram(g_ShaderHandle);
+    
+    g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+    g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+    g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
+    g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
+    g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
+    
+    glGenBuffers(1, &g_VboHandle);
+    
+    glGenVertexArrays(1, &g_VaoHandle);
+    glBindVertexArray(g_VaoHandle);
+    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+    glEnableVertexAttribArray(g_AttribLocationPosition);
+    glEnableVertexAttribArray(g_AttribLocationUV);
+    glEnableVertexAttribArray(g_AttribLocationColor);
+    
+    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+    glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+
+    glBindVertexArray(0);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    
+    ImGui_ImplIOS_CreateFontsTexture();
+    
+    return true;
+}
diff --git a/source/imgui/examples/apple_example/imguiex-ios/main.m b/source/imgui/examples/apple_example/imguiex-ios/main.m
new file mode 100644
index 0000000000000000000000000000000000000000..faba09928a8388c6f5efb50e81a57970a6515471
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-ios/main.m
@@ -0,0 +1,13 @@
+//
+//  main.m
+//  imguiex
+//
+
+#import <UIKit/UIKit.h>
+#import "AppDelegate.h"
+
+int main(int argc, char * argv[]) {
+    @autoreleasepool {
+        return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
+    }
+}
diff --git a/source/imgui/examples/apple_example/imguiex-osx/AppDelegate.h b/source/imgui/examples/apple_example/imguiex-osx/AppDelegate.h
new file mode 100644
index 0000000000000000000000000000000000000000..33d199bbf621c1b3bf7e91545c5adfd8ab253677
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-osx/AppDelegate.h
@@ -0,0 +1,15 @@
+//
+//  AppDelegate.h
+//  imguiex-osx
+//
+//  Created by James Chen on 4/5/16.
+//  Copyright © 2016 Joel Davis. All rights reserved.
+//
+
+#import <Cocoa/Cocoa.h>
+
+@interface AppDelegate : NSObject <NSApplicationDelegate>
+
+
+@end
+
diff --git a/source/imgui/examples/apple_example/imguiex-osx/AppDelegate.m b/source/imgui/examples/apple_example/imguiex-osx/AppDelegate.m
new file mode 100644
index 0000000000000000000000000000000000000000..59e877b39a279c767fc789fbcddb2e0aa3c28d55
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-osx/AppDelegate.m
@@ -0,0 +1,26 @@
+//
+//  AppDelegate.m
+//  imguiex-osx
+//
+//  Created by James Chen on 4/5/16.
+//  Copyright © 2016 Joel Davis. All rights reserved.
+//
+
+#import "AppDelegate.h"
+
+@interface AppDelegate ()
+
+@property (weak) IBOutlet NSWindow *window;
+@end
+
+@implementation AppDelegate
+
+- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
+    // Insert code here to initialize your application
+}
+
+- (void)applicationWillTerminate:(NSNotification *)aNotification {
+    // Insert code here to tear down your application
+}
+
+@end
diff --git a/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json b/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
new file mode 100644
index 0000000000000000000000000000000000000000..b13908fc66e77db2b555a0b1efb2680f30fb12f0
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
@@ -0,0 +1,64 @@
+{
+  "images" : [
+    {
+      "idiom" : "mac",
+      "size" : "16x16",
+      "scale" : "1x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "16x16",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "32x32",
+      "scale" : "1x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "32x32",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "128x128",
+      "scale" : "1x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "128x128",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "256x256",
+      "scale" : "1x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "256x256",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "512x512",
+      "scale" : "1x"
+    },
+    {
+      "size" : "512x512",
+      "idiom" : "mac",
+      "filename" : "icon_imgui_180x180.png",
+      "scale" : "2x"
+    },
+    {
+      "idiom" : "mac",
+      "size" : "512x512",
+      "scale" : "2x"
+    }
+  ],
+  "info" : {
+    "version" : 1,
+    "author" : "xcode"
+  }
+}
\ No newline at end of file
diff --git a/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png b/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
new file mode 100644
index 0000000000000000000000000000000000000000..f48b799dba2cf05b31924886eb4fc9d803ea4a83
Binary files /dev/null and b/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png differ
diff --git a/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/Contents.json b/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/Contents.json
new file mode 100644
index 0000000000000000000000000000000000000000..da4a164c918651cdd1e11dca5cc62c333f097601
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-osx/Assets.xcassets/Contents.json
@@ -0,0 +1,6 @@
+{
+  "info" : {
+    "version" : 1,
+    "author" : "xcode"
+  }
+}
\ No newline at end of file
diff --git a/source/imgui/examples/apple_example/imguiex-osx/Info.plist b/source/imgui/examples/apple_example/imguiex-osx/Info.plist
new file mode 100644
index 0000000000000000000000000000000000000000..ba1c2bb00a822d38fabc6da21bf36efa4d5c57b2
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-osx/Info.plist
@@ -0,0 +1,34 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>en</string>
+	<key>CFBundleExecutable</key>
+	<string>$(EXECUTABLE_NAME)</string>
+	<key>CFBundleIconFile</key>
+	<string></string>
+	<key>CFBundleIdentifier</key>
+	<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>$(PRODUCT_NAME)</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleShortVersionString</key>
+	<string>1.0</string>
+	<key>CFBundleSignature</key>
+	<string>????</string>
+	<key>CFBundleVersion</key>
+	<string>1</string>
+	<key>LSMinimumSystemVersion</key>
+	<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
+	<key>NSHumanReadableCopyright</key>
+	<string>Copyright © 2016 Joel Davis. All rights reserved.</string>
+	<key>NSMainNibFile</key>
+	<string>MainMenu</string>
+	<key>NSPrincipalClass</key>
+	<string>NSApplication</string>
+</dict>
+</plist>
diff --git a/source/imgui/examples/apple_example/imguiex-osx/main.m b/source/imgui/examples/apple_example/imguiex-osx/main.m
new file mode 100644
index 0000000000000000000000000000000000000000..20b073137694d33c9dd2412759a57d3a59160c33
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex-osx/main.m
@@ -0,0 +1,13 @@
+//
+//  main.m
+//  imguiex-osx
+//
+//  Created by James Chen on 4/5/16.
+//  Copyright © 2016 Joel Davis. All rights reserved.
+//
+
+#import <Cocoa/Cocoa.h>
+
+int main(int argc, const char * argv[]) {
+    return NSApplicationMain(argc, argv);
+}
diff --git a/source/imgui/examples/apple_example/imguiex.xcodeproj/project.pbxproj b/source/imgui/examples/apple_example/imguiex.xcodeproj/project.pbxproj
new file mode 100644
index 0000000000000000000000000000000000000000..3e5b0789422459f57e56e14009e04304c9b476ba
--- /dev/null
+++ b/source/imgui/examples/apple_example/imguiex.xcodeproj/project.pbxproj
@@ -0,0 +1,539 @@
+// !$*UTF8*$!
+{
+	archiveVersion = 1;
+	classes = {
+	};
+	objectVersion = 46;
+	objects = {
+
+/* Begin PBXBuildFile section */
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+/* End PBXBuildFile section */
+
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+/* End PBXFileReference section */
+
+/* Begin PBXFrameworksBuildPhase section */
+		1A1A0F1C1CB39FB50090F036 /* Frameworks */ = {
+			isa = PBXFrameworksBuildPhase;
+			buildActionMask = 2147483647;
+			files = (
+				1A1A0F4E1CB3C54D0090F036 /* libglfw.dylib in Frameworks */,
+			);
+			runOnlyForDeploymentPostprocessing = 0;
+		};
+		6D2FC5511B2E632000C130BA /* Frameworks */ = {
+			isa = PBXFrameworksBuildPhase;
+			buildActionMask = 2147483647;
+			files = (
+				6D2FC5931B30774900C130BA /* SystemConfiguration.framework in Frameworks */,
+				6D2FC5911B30773F00C130BA /* CFNetwork.framework in Frameworks */,
+			);
+			runOnlyForDeploymentPostprocessing = 0;
+		};
+/* End PBXFrameworksBuildPhase section */
+
+/* Begin PBXGroup section */
+		1A1A0F201CB39FB50090F036 /* imguiex-osx */ = {
+			isa = PBXGroup;
+			children = (
+				1A1A0F4D1CB3C54D0090F036 /* libglfw.dylib */,
+				1A1A0F351CB3A1B20090F036 /* opengl2_example */,
+				1A1A0F211CB39FB50090F036 /* AppDelegate.h */,
+				1A1A0F221CB39FB50090F036 /* AppDelegate.m */,
+				1A1A0F271CB39FB50090F036 /* Assets.xcassets */,
+				1A1A0F2C1CB39FB50090F036 /* Info.plist */,
+				1A1A0F241CB39FB50090F036 /* Supporting Files */,
+			);
+			path = "imguiex-osx";
+			sourceTree = "<group>";
+		};
+		1A1A0F241CB39FB50090F036 /* Supporting Files */ = {
+			isa = PBXGroup;
+			children = (
+			);
+			name = "Supporting Files";
+			sourceTree = "<group>";
+		};
+		1A1A0F351CB3A1B20090F036 /* opengl2_example */ = {
+			isa = PBXGroup;
+			children = (
+				1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw_gl2.cpp */,
+				1A1A0F381CB3A1B20090F036 /* imgui_impl_glfw_gl2.h */,
+				1A1A0F391CB3A1B20090F036 /* main.cpp */,
+			);
+			name = opengl2_example;
+			path = ../../opengl2_example;
+			sourceTree = "<group>";
+		};
+		6D1E39141B35EEF10017B40F /* usynergy */ = {
+			isa = PBXGroup;
+			children = (
+				6D1E39151B35EEF10017B40F /* uSynergy.c */,
+				6D1E39161B35EEF10017B40F /* uSynergy.h */,
+			);
+			name = usynergy;
+			path = ../libs/usynergy;
+			sourceTree = "<group>";
+		};
+		6D2FC54B1B2E632000C130BA = {
+			isa = PBXGroup;
+			children = (
+				6D1E39141B35EEF10017B40F /* usynergy */,
+				6D2FC5841B2E648D00C130BA /* imgui */,
+				6D2FC5561B2E632000C130BA /* imguiex-ios */,
+				1A1A0F201CB39FB50090F036 /* imguiex-osx */,
+				6D2FC5551B2E632000C130BA /* Products */,
+			);
+			sourceTree = "<group>";
+		};
+		6D2FC5551B2E632000C130BA /* Products */ = {
+			isa = PBXGroup;
+			children = (
+				6D2FC5541B2E632000C130BA /* imguiex-ios.app */,
+				1A1A0F1F1CB39FB50090F036 /* imguiex-osx.app */,
+			);
+			name = Products;
+			sourceTree = "<group>";
+		};
+		6D2FC5561B2E632000C130BA /* imguiex-ios */ = {
+			isa = PBXGroup;
+			children = (
+				6D2FC5811B2E63A100C130BA /* imgui_impl_ios.mm */,
+				6D2FC5821B2E63A100C130BA /* imgui_impl_ios.h */,
+				197E1E881B89443600E3FE6A /* imgui_demo.cpp */,
+				6D2FC5891B2E6A5500C130BA /* debug_hud.cpp */,
+				6D2FC58A1B2E6A5500C130BA /* debug_hud.h */,
+				6D2FC55B1B2E632000C130BA /* AppDelegate.h */,
+				6D2FC55C1B2E632000C130BA /* AppDelegate.m */,
+				6D2FC55E1B2E632000C130BA /* Shader.fsh */,
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+				TARGETED_DEVICE_FAMILY = "1,2";
+				USER_HEADER_SEARCH_PATHS = "";
+				VALIDATE_PRODUCT = YES;
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+			name = Release;
+		};
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+			isa = XCBuildConfiguration;
+			buildSettings = {
+				ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
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+				LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
+				PRODUCT_NAME = "$(TARGET_NAME)";
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+			name = Debug;
+		};
+		6D2FC57D1B2E632000C130BA /* Release */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
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+				LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
+				PRODUCT_NAME = "$(TARGET_NAME)";
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+		};
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+/* Begin XCConfigurationList section */
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+}
diff --git a/source/imgui/examples/directx10_example/build_win32.bat b/source/imgui/examples/directx10_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..2b30786b516b4ebd723941bd7e25a7d78b485635
--- /dev/null
+++ b/source/imgui/examples/directx10_example/build_win32.bat
@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx10_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
+
diff --git a/source/imgui/examples/directx10_example/imgui_impl_dx10.cpp b/source/imgui/examples/directx10_example/imgui_impl_dx10.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..90bcfdf38bd317e44d2c2724cc666252048826b7
--- /dev/null
+++ b/source/imgui/examples/directx10_example/imgui_impl_dx10.cpp
@@ -0,0 +1,677 @@
+// ImGui Win32 + DirectX10 binding
+
+// Implemented features:
+//  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG 
+// (minor and older changes stripped away, please see git history for details)
+//  2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set).
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
+//  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
+//  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
+//  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. 
+//  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
+//  2016-05-07: DirectX10: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx10.h"
+
+// DirectX
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Win32 Data
+static HWND                     g_hWnd = 0;
+static INT64                    g_Time = 0;
+static INT64                    g_TicksPerSecond = 0;
+static ImGuiMouseCursor         g_LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+// DirectX data
+static ID3D10Device*            g_pd3dDevice = NULL;
+static ID3D10Buffer*            g_pVB = NULL;
+static ID3D10Buffer*            g_pIB = NULL;
+static ID3D10Blob *             g_pVertexShaderBlob = NULL;
+static ID3D10VertexShader*      g_pVertexShader = NULL;
+static ID3D10InputLayout*       g_pInputLayout = NULL;
+static ID3D10Buffer*            g_pVertexConstantBuffer = NULL;
+static ID3D10Blob *             g_pPixelShaderBlob = NULL;
+static ID3D10PixelShader*       g_pPixelShader = NULL;
+static ID3D10SamplerState*      g_pFontSampler = NULL;
+static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D10RasterizerState*   g_pRasterizerState = NULL;
+static ID3D10BlendState*        g_pBlendState = NULL;
+static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
+static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+    float        mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
+{
+    ID3D10Device* ctx = g_pd3dDevice;
+
+    // Create and grow vertex/index buffers if needed
+    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D10_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+        desc.Usage = D3D10_USAGE_DYNAMIC;
+        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+        desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+        desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+        desc.MiscFlags = 0;
+        if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+            return;
+    }
+
+    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D10_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+        desc.Usage = D3D10_USAGE_DYNAMIC;
+        desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+        desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
+        desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+        if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
+            return;
+    }
+
+    // Copy and convert all vertices into a single contiguous buffer
+    ImDrawVert* vtx_dst = NULL;
+    ImDrawIdx* idx_dst = NULL;
+    g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
+    g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    g_pVB->Unmap();
+    g_pIB->Unmap();
+
+    // Setup orthographic projection matrix into our constant buffer
+    {
+        void* mapped_resource;
+        if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+            return;
+        VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
+        const float L = 0.0f;
+        const float R = ImGui::GetIO().DisplaySize.x;
+        const float B = ImGui::GetIO().DisplaySize.y;
+        const float T = 0.0f;
+        const float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+        g_pVertexConstantBuffer->Unmap();
+    }
+
+    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+    struct BACKUP_DX10_STATE
+    {
+        UINT                        ScissorRectsCount, ViewportsCount;
+        D3D10_RECT                  ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        D3D10_VIEWPORT              Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        ID3D10RasterizerState*      RS;
+        ID3D10BlendState*           BlendState;
+        FLOAT                       BlendFactor[4];
+        UINT                        SampleMask;
+        UINT                        StencilRef;
+        ID3D10DepthStencilState*    DepthStencilState;
+        ID3D10ShaderResourceView*   PSShaderResource;
+        ID3D10SamplerState*         PSSampler;
+        ID3D10PixelShader*          PS;
+        ID3D10VertexShader*         VS;
+        D3D10_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
+        ID3D10Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+        DXGI_FORMAT                 IndexBufferFormat;
+        ID3D10InputLayout*          InputLayout;
+    };
+    BACKUP_DX10_STATE old;
+    old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+    ctx->RSGetState(&old.RS);
+    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+    ctx->PSGetSamplers(0, 1, &old.PSSampler);
+    ctx->PSGetShader(&old.PS);
+    ctx->VSGetShader(&old.VS);
+    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+    ctx->IAGetInputLayout(&old.InputLayout);
+
+    // Setup viewport
+    D3D10_VIEWPORT vp;
+    memset(&vp, 0, sizeof(D3D10_VIEWPORT));
+    vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+    vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    vp.TopLeftX = vp.TopLeftY = 0;
+    ctx->RSSetViewports(1, &vp);
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    ctx->IASetInputLayout(g_pInputLayout);
+    ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+    ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+    ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ctx->VSSetShader(g_pVertexShader);
+    ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+    ctx->PSSetShader(g_pPixelShader);
+    ctx->PSSetSamplers(0, 1, &g_pFontSampler);
+
+    // Setup render state
+    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+    ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
+    ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
+    ctx->RSSetState(g_pRasterizerState);
+
+    // Render command lists
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+                ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
+                ctx->RSSetScissorRects(1, &r);
+                ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+
+    // Restore modified DX state
+    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+    ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
+    ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
+    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+    ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+    ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+    ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+    ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return false;
+
+    ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        ::SetCursor(NULL);
+    }
+    else
+    {
+        // Hardware cursor type
+        LPTSTR win32_cursor = IDC_ARROW;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
+        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
+        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
+        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
+        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
+        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
+        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
+        }
+        ::SetCursor(::LoadCursor(NULL, win32_cursor));
+    }
+    return true;
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+
+// Process Win32 mouse/keyboard inputs. 
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui::GetCurrentContext() == NULL)
+        return 0;
+
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+            ::SetCapture(hwnd);
+        io.MouseDown[button] = true;
+        return 0;
+    }
+    case WM_LBUTTONUP:
+    case WM_RBUTTONUP:
+    case WM_MBUTTONUP:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONUP) button = 0;
+        if (msg == WM_RBUTTONUP) button = 1;
+        if (msg == WM_MBUTTONUP) button = 2;
+        io.MouseDown[button] = false;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+            ::ReleaseCapture();
+        return 0;
+    }
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEHWHEEL:
+        io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16);
+        return 0;
+    case WM_KEYDOWN:
+    case WM_SYSKEYDOWN:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return 0;
+    case WM_KEYUP:
+    case WM_SYSKEYUP:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return 0;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return 0;
+    case WM_SETCURSOR:
+        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+            return 1;
+        return 0;
+    }
+    return 0;
+}
+
+static void ImGui_ImplDX10_CreateFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Build
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Create DX10 texture
+    {
+        D3D10_TEXTURE2D_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Width = width;
+        desc.Height = height;
+        desc.MipLevels = 1;
+        desc.ArraySize = 1;
+        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        desc.SampleDesc.Count = 1;
+        desc.Usage = D3D10_USAGE_DEFAULT;
+        desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+        desc.CPUAccessFlags = 0;
+
+        ID3D10Texture2D *pTexture = NULL;
+        D3D10_SUBRESOURCE_DATA subResource;
+        subResource.pSysMem = pixels;
+        subResource.SysMemPitch = desc.Width * 4;
+        subResource.SysMemSlicePitch = 0;
+        g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+        // Create texture view
+        D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+        ZeroMemory(&srv_desc, sizeof(srv_desc));
+        srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
+        srv_desc.Texture2D.MipLevels = desc.MipLevels;
+        srv_desc.Texture2D.MostDetailedMip = 0;
+        g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
+        pTexture->Release();
+    }
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)g_pFontTextureView;
+
+    // Create texture sampler
+    {
+        D3D10_SAMPLER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+        desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
+        desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
+        desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
+        desc.MipLODBias = 0.f;
+        desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
+        desc.MinLOD = 0.f;
+        desc.MaxLOD = 0.f;
+        g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+    }
+}
+
+bool    ImGui_ImplDX10_CreateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return false;
+    if (g_pFontSampler)
+        ImGui_ImplDX10_InvalidateDeviceObjects();
+
+    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+    // If you would like to use this DX11 sample code but remove this dependency you can: 
+    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. 
+    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+    // Create the vertex shader
+    {
+        static const char* vertexShader =
+            "cbuffer vertexBuffer : register(b0) \
+            {\
+            float4x4 ProjectionMatrix; \
+            };\
+            struct VS_INPUT\
+            {\
+            float2 pos : POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            PS_INPUT main(VS_INPUT input)\
+            {\
+            PS_INPUT output;\
+            output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+            output.col = input.col;\
+            output.uv  = input.uv;\
+            return output;\
+            }";
+
+        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
+        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
+            return false;
+
+        // Create the input layout
+        D3D10_INPUT_ELEMENT_DESC local_layout[] = 
+        {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+        };
+        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+            return false;
+
+        // Create the constant buffer
+        {
+            D3D10_BUFFER_DESC desc;
+            desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+            desc.Usage = D3D10_USAGE_DYNAMIC;
+            desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+            desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+            desc.MiscFlags = 0;
+            g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
+        }
+    }
+
+    // Create the pixel shader
+    {
+        static const char* pixelShader =
+            "struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            sampler sampler0;\
+            Texture2D texture0;\
+            \
+            float4 main(PS_INPUT input) : SV_Target\
+            {\
+            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+            return out_col; \
+            }";
+
+        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
+        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
+            return false;
+    }
+
+    // Create the blending setup
+    {
+        D3D10_BLEND_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.AlphaToCoverageEnable = false;
+        desc.BlendEnable[0] = true;
+        desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
+        desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
+        desc.BlendOp = D3D10_BLEND_OP_ADD;
+        desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
+        desc.DestBlendAlpha = D3D10_BLEND_ZERO;
+        desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+        desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+        g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
+    }
+
+    // Create the rasterizer state
+    {
+        D3D10_RASTERIZER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.FillMode = D3D10_FILL_SOLID;
+        desc.CullMode = D3D10_CULL_NONE;
+        desc.ScissorEnable = true;
+        desc.DepthClipEnable = true;
+        g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+    }
+
+    // Create depth-stencil State
+    {
+        D3D10_DEPTH_STENCIL_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.DepthEnable = false;
+        desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
+        desc.StencilEnable = false;
+        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
+        desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
+        desc.BackFace = desc.FrontFace;
+        g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
+    }
+
+    ImGui_ImplDX10_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX10_InvalidateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return;
+
+    if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
+    if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+    if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+
+    if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
+    if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
+    if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
+    if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
+    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+    if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+    if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
+    if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+}
+
+bool    ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
+{
+    g_hWnd = (HWND)hwnd;
+    g_pd3dDevice = device;
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    io.KeyMap[ImGuiKey_Tab] = VK_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.ImeWindowHandle = g_hWnd;
+
+    return true;
+}
+
+void ImGui_ImplDX10_Shutdown()
+{
+    ImGui_ImplDX10_InvalidateDeviceObjects();
+    g_pd3dDevice = NULL;
+    g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplDX10_NewFrame()
+{
+    if (!g_pFontSampler)
+        ImGui_ImplDX10_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect;
+    GetClientRect(g_hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+    io.KeySuper = false;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+    if (io.WantSetMousePos)
+    {
+        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+        ClientToScreen(g_hWnd, &pos);
+        SetCursorPos(pos.x, pos.y);
+    }
+
+    // Update OS mouse cursor with the cursor requested by imgui
+    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (g_LastMouseCursor != mouse_cursor)
+    {
+        g_LastMouseCursor = mouse_cursor;
+        ImGui_ImplWin32_UpdateMouseCursor();
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/directx10_example/imgui_impl_dx10.h b/source/imgui/examples/directx10_example/imgui_impl_dx10.h
new file mode 100644
index 0000000000000000000000000000000000000000..a4741847658914051d446842e316709f85c802a1
--- /dev/null
+++ b/source/imgui/examples/directx10_example/imgui_impl_dx10.h
@@ -0,0 +1,27 @@
+// ImGui Win32 + DirectX10 binding
+
+// Implemented features:
+//  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct ID3D10Device;
+
+IMGUI_API bool        ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
+IMGUI_API void        ImGui_ImplDX10_Shutdown();
+IMGUI_API void        ImGui_ImplDX10_NewFrame();
+IMGUI_API void        ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplDX10_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplDX10_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT   ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/source/imgui/examples/directx10_example/main.cpp b/source/imgui/examples/directx10_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..f1afdf66aba0c20f3d8cf16725933447c7fa822a
--- /dev/null
+++ b/source/imgui/examples/directx10_example/main.cpp
@@ -0,0 +1,214 @@
+// ImGui - standalone example application for DirectX 10
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_dx10.h"
+#include <d3d10_1.h>
+#include <d3d10.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static ID3D10Device*            g_pd3dDevice = NULL;
+static IDXGISwapChain*          g_pSwapChain = NULL;
+static ID3D10RenderTargetView*  g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+    ID3D10Texture2D* pBackBuffer;
+    g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
+    pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferCount = 2;
+    sd.BufferDesc.Width = 0;
+    sd.BufferDesc.Height = 0;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.BufferDesc.RefreshRate.Numerator = 60;
+    sd.BufferDesc.RefreshRate.Denominator = 1;
+    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.OutputWindow = hWnd;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+    UINT createDeviceFlags = 0;
+    //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
+    if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
+        return E_FAIL;
+
+    CreateRenderTarget();
+
+    return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+        {
+            ImGui_ImplDX10_InvalidateDeviceObjects();
+            CleanupRenderTarget();
+            g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+            CreateRenderTarget();
+            ImGui_ImplDX10_CreateDeviceObjects();
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
+    }
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+    // Create application window
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+    RegisterClassEx(&wc);
+    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    // Initialize Direct3D
+    if (CreateDeviceD3D(hwnd) < 0)
+    {
+        CleanupDeviceD3D();
+        UnregisterClass(_T("ImGui Example"), wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    MSG msg;
+    ZeroMemory(&msg, sizeof(msg));
+    while (msg.message != WM_QUIT)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        {
+            TranslateMessage(&msg);
+            DispatchMessage(&msg);
+            continue;
+        }
+        ImGui_ImplDX10_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+        g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
+        ImGui::Render();
+        ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
+
+        g_pSwapChain->Present(1, 0); // Present with vsync
+        //g_pSwapChain->Present(0, 0); // Present without vsync
+    }
+
+    ImGui_ImplDX10_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+    return 0;
+}
diff --git a/source/imgui/examples/directx11_example/build_win32.bat b/source/imgui/examples/directx11_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..2d1c40f80c0c4e633845bea343e2e207a4138e6d
--- /dev/null
+++ b/source/imgui/examples/directx11_example/build_win32.bat
@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx11_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
+
diff --git a/source/imgui/examples/directx11_example/imgui_impl_dx11.cpp b/source/imgui/examples/directx11_example/imgui_impl_dx11.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..de7f3a8ef00fa74454f14113795c955f5542c90d
--- /dev/null
+++ b/source/imgui/examples/directx11_example/imgui_impl_dx11.cpp
@@ -0,0 +1,683 @@
+// ImGui Win32 + DirectX11 binding
+
+// Implemented features:
+//  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set).
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
+//  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
+//  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
+//  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. 
+//  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
+//  2016-05-07: DirectX11: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Win32 data
+static HWND                     g_hWnd = 0;
+static INT64                    g_Time = 0;
+static INT64                    g_TicksPerSecond = 0;
+static ImGuiMouseCursor         g_LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+// DirectX data
+static ID3D11Device*            g_pd3dDevice = NULL;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
+static ID3D11Buffer*            g_pVB = NULL;
+static ID3D11Buffer*            g_pIB = NULL;
+static ID3D10Blob *             g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader*      g_pVertexShader = NULL;
+static ID3D11InputLayout*       g_pInputLayout = NULL;
+static ID3D11Buffer*            g_pVertexConstantBuffer = NULL;
+static ID3D10Blob *             g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader*       g_pPixelShader = NULL;
+static ID3D11SamplerState*      g_pFontSampler = NULL;
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11RasterizerState*   g_pRasterizerState = NULL;
+static ID3D11BlendState*        g_pBlendState = NULL;
+static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
+static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+    float        mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
+{
+    ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
+
+    // Create and grow vertex/index buffers if needed
+    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D11_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+        desc.Usage = D3D11_USAGE_DYNAMIC;
+        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+        desc.MiscFlags = 0;
+        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+            return;
+    }
+    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D11_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+        desc.Usage = D3D11_USAGE_DYNAMIC;
+        desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+        desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
+            return;
+    }
+
+    // Copy and convert all vertices into a single contiguous buffer
+    D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
+    if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
+        return;
+    if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
+        return;
+    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
+    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    ctx->Unmap(g_pVB, 0);
+    ctx->Unmap(g_pIB, 0);
+
+    // Setup orthographic projection matrix into our constant buffer
+    {
+        D3D11_MAPPED_SUBRESOURCE mapped_resource;
+        if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+            return;
+        VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
+        float L = 0.0f;
+        float R = ImGui::GetIO().DisplaySize.x;
+        float B = ImGui::GetIO().DisplaySize.y;
+        float T = 0.0f;
+        float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+        ctx->Unmap(g_pVertexConstantBuffer, 0);
+    }
+
+    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+    struct BACKUP_DX11_STATE
+    {
+        UINT                        ScissorRectsCount, ViewportsCount;
+        D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        ID3D11RasterizerState*      RS;
+        ID3D11BlendState*           BlendState;
+        FLOAT                       BlendFactor[4];
+        UINT                        SampleMask;
+        UINT                        StencilRef;
+        ID3D11DepthStencilState*    DepthStencilState;
+        ID3D11ShaderResourceView*   PSShaderResource;
+        ID3D11SamplerState*         PSSampler;
+        ID3D11PixelShader*          PS;
+        ID3D11VertexShader*         VS;
+        UINT                        PSInstancesCount, VSInstancesCount;
+        ID3D11ClassInstance*        PSInstances[256], *VSInstances[256];   // 256 is max according to PSSetShader documentation
+        D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
+        ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+        DXGI_FORMAT                 IndexBufferFormat;
+        ID3D11InputLayout*          InputLayout;
+    };
+    BACKUP_DX11_STATE old;
+    old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+    ctx->RSGetState(&old.RS);
+    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+    ctx->PSGetSamplers(0, 1, &old.PSSampler);
+    old.PSInstancesCount = old.VSInstancesCount = 256;
+    ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
+    ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
+    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+    ctx->IAGetInputLayout(&old.InputLayout);
+
+    // Setup viewport
+    D3D11_VIEWPORT vp;
+    memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+    vp.Width = ImGui::GetIO().DisplaySize.x;
+    vp.Height = ImGui::GetIO().DisplaySize.y;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    vp.TopLeftX = vp.TopLeftY = 0.0f;
+    ctx->RSSetViewports(1, &vp);
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    ctx->IASetInputLayout(g_pInputLayout);
+    ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+    ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+    ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ctx->VSSetShader(g_pVertexShader, NULL, 0);
+    ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+    ctx->PSSetShader(g_pPixelShader, NULL, 0);
+    ctx->PSSetSamplers(0, 1, &g_pFontSampler);
+
+    // Setup render state
+    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+    ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
+    ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
+    ctx->RSSetState(g_pRasterizerState);
+
+    // Render command lists
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+                ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
+                ctx->RSSetScissorRects(1, &r);
+                ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+
+    // Restore modified DX state
+    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+    ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
+    for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
+    ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
+    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+    for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
+    ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+    ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+    ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+    ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return false;
+
+    ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        ::SetCursor(NULL);
+    }
+    else
+    {
+        // Hardware cursor type
+        LPTSTR win32_cursor = IDC_ARROW;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
+        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
+        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
+        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
+        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
+        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
+        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
+        }
+        ::SetCursor(::LoadCursor(NULL, win32_cursor));
+    }
+    return true;
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+
+// Process Win32 mouse/keyboard inputs. 
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui::GetCurrentContext() == NULL)
+        return 0;
+
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+            ::SetCapture(hwnd);
+        io.MouseDown[button] = true;
+        return 0;
+    }
+    case WM_LBUTTONUP:
+    case WM_RBUTTONUP:
+    case WM_MBUTTONUP:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONUP) button = 0;
+        if (msg == WM_RBUTTONUP) button = 1;
+        if (msg == WM_MBUTTONUP) button = 2;
+        io.MouseDown[button] = false;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+            ::ReleaseCapture();
+        return 0;
+    }
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEHWHEEL:
+        io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16);
+        return 0;
+    case WM_KEYDOWN:
+    case WM_SYSKEYDOWN:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return 0;
+    case WM_KEYUP:
+    case WM_SYSKEYUP:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return 0;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return 0;
+    case WM_SETCURSOR:
+        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+            return 1;
+        return 0;
+    }
+    return 0;
+}
+
+static void ImGui_ImplDX11_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    {
+        D3D11_TEXTURE2D_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Width = width;
+        desc.Height = height;
+        desc.MipLevels = 1;
+        desc.ArraySize = 1;
+        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        desc.SampleDesc.Count = 1;
+        desc.Usage = D3D11_USAGE_DEFAULT;
+        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+        desc.CPUAccessFlags = 0;
+
+        ID3D11Texture2D *pTexture = NULL;
+        D3D11_SUBRESOURCE_DATA subResource;
+        subResource.pSysMem = pixels;
+        subResource.SysMemPitch = desc.Width * 4;
+        subResource.SysMemSlicePitch = 0;
+        g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+        // Create texture view
+        D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+        ZeroMemory(&srvDesc, sizeof(srvDesc));
+        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+        srvDesc.Texture2D.MipLevels = desc.MipLevels;
+        srvDesc.Texture2D.MostDetailedMip = 0;
+        g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+        pTexture->Release();
+    }
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)g_pFontTextureView;
+
+    // Create texture sampler
+    {
+        D3D11_SAMPLER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+        desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+        desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+        desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+        desc.MipLODBias = 0.f;
+        desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+        desc.MinLOD = 0.f;
+        desc.MaxLOD = 0.f;
+        g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+    }
+}
+
+bool    ImGui_ImplDX11_CreateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return false;
+    if (g_pFontSampler)
+        ImGui_ImplDX11_InvalidateDeviceObjects();
+
+    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+    // If you would like to use this DX11 sample code but remove this dependency you can: 
+    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. 
+    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+    // Create the vertex shader
+    {
+        static const char* vertexShader =
+            "cbuffer vertexBuffer : register(b0) \
+            {\
+            float4x4 ProjectionMatrix; \
+            };\
+            struct VS_INPUT\
+            {\
+            float2 pos : POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            PS_INPUT main(VS_INPUT input)\
+            {\
+            PS_INPUT output;\
+            output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+            output.col = input.col;\
+            output.uv  = input.uv;\
+            return output;\
+            }";
+
+        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
+        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+            return false;
+
+        // Create the input layout
+        D3D11_INPUT_ELEMENT_DESC local_layout[] = {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+        };
+        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+            return false;
+
+        // Create the constant buffer
+        {
+            D3D11_BUFFER_DESC desc;
+            desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+            desc.Usage = D3D11_USAGE_DYNAMIC;
+            desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+            desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+            desc.MiscFlags = 0;
+            g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
+        }
+    }
+
+    // Create the pixel shader
+    {
+        static const char* pixelShader =
+            "struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            sampler sampler0;\
+            Texture2D texture0;\
+            \
+            float4 main(PS_INPUT input) : SV_Target\
+            {\
+            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+            return out_col; \
+            }";
+
+        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
+        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+            return false;
+    }
+
+    // Create the blending setup
+    {
+        D3D11_BLEND_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.AlphaToCoverageEnable = false;
+        desc.RenderTarget[0].BlendEnable = true;
+        desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+        desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+        desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+        desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+        g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
+    }
+
+    // Create the rasterizer state
+    {
+        D3D11_RASTERIZER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.FillMode = D3D11_FILL_SOLID;
+        desc.CullMode = D3D11_CULL_NONE;
+        desc.ScissorEnable = true;
+        desc.DepthClipEnable = true;
+        g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+    }
+
+    // Create depth-stencil State
+    {
+        D3D11_DEPTH_STENCIL_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.DepthEnable = false;
+        desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+        desc.StencilEnable = false;
+        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+        desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+        desc.BackFace = desc.FrontFace;
+        g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
+    }
+
+    ImGui_ImplDX11_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX11_InvalidateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return;
+
+    if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
+    if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+    if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+
+    if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
+    if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
+    if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
+    if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
+    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+    if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+    if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
+    if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+}
+
+bool    ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+    g_hWnd = (HWND)hwnd;
+    g_pd3dDevice = device;
+    g_pd3dDeviceContext = device_context;
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    io.KeyMap[ImGuiKey_Tab] = VK_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.ImeWindowHandle = g_hWnd;
+
+    return true;
+}
+
+void ImGui_ImplDX11_Shutdown()
+{
+    ImGui_ImplDX11_InvalidateDeviceObjects();
+    g_pd3dDevice = NULL;
+    g_pd3dDeviceContext = NULL;
+    g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+    if (!g_pFontSampler)
+        ImGui_ImplDX11_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect;
+    GetClientRect(g_hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+    io.KeySuper = false;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+    if (io.WantSetMousePos)
+    {
+        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+        ClientToScreen(g_hWnd, &pos);
+        SetCursorPos(pos.x, pos.y);
+    }
+
+    // Update OS mouse cursor with the cursor requested by imgui
+    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (g_LastMouseCursor != mouse_cursor)
+    {
+        g_LastMouseCursor = mouse_cursor;
+        ImGui_ImplWin32_UpdateMouseCursor();
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/directx11_example/imgui_impl_dx11.h b/source/imgui/examples/directx11_example/imgui_impl_dx11.h
new file mode 100644
index 0000000000000000000000000000000000000000..9364b0cabf2f95e3741edcd397e6ef40e8c87bc8
--- /dev/null
+++ b/source/imgui/examples/directx11_example/imgui_impl_dx11.h
@@ -0,0 +1,28 @@
+// ImGui Win32 + DirectX11 binding
+
+// Implemented features:
+//  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+IMGUI_API bool        ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_API void        ImGui_ImplDX11_Shutdown();
+IMGUI_API void        ImGui_ImplDX11_NewFrame();
+IMGUI_API void        ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplDX11_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplDX11_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT   ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/source/imgui/examples/directx11_example/main.cpp b/source/imgui/examples/directx11_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..d9ef40d1fe196bb0fffeccb11b75a41ed59c33f0
--- /dev/null
+++ b/source/imgui/examples/directx11_example/main.cpp
@@ -0,0 +1,217 @@
+// ImGui - standalone example application for DirectX 11
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static ID3D11Device*            g_pd3dDevice = NULL;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
+static IDXGISwapChain*          g_pSwapChain = NULL;
+static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+    ID3D11Texture2D* pBackBuffer;
+    g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
+    pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferCount = 2;
+    sd.BufferDesc.Width = 0;
+    sd.BufferDesc.Height = 0;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.BufferDesc.RefreshRate.Numerator = 60;
+    sd.BufferDesc.RefreshRate.Denominator = 1;
+    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.OutputWindow = hWnd;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+    UINT createDeviceFlags = 0;
+    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+    D3D_FEATURE_LEVEL featureLevel;
+    const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+    if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+        return E_FAIL;
+
+    CreateRenderTarget();
+
+    return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+    if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+        {
+            ImGui_ImplDX11_InvalidateDeviceObjects();
+            CleanupRenderTarget();
+            g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+            CreateRenderTarget();
+            ImGui_ImplDX11_CreateDeviceObjects();
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
+    }
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+    // Create application window
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+    RegisterClassEx(&wc);
+    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    // Initialize Direct3D
+    if (CreateDeviceD3D(hwnd) < 0)
+    {
+        CleanupDeviceD3D();
+        UnregisterClass(_T("ImGui Example"), wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    MSG msg;
+    ZeroMemory(&msg, sizeof(msg));
+    while (msg.message != WM_QUIT)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        {
+            TranslateMessage(&msg);
+            DispatchMessage(&msg);
+            continue;
+        }
+        ImGui_ImplDX11_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
+        ImGui::Render();
+        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+        g_pSwapChain->Present(1, 0); // Present with vsync
+        //g_pSwapChain->Present(0, 0); // Present without vsync
+    }
+
+    ImGui_ImplDX11_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+    return 0;
+}
diff --git a/source/imgui/examples/directx12_example/build_win32.bat b/source/imgui/examples/directx12_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..0daf68b1cc15a99e2c2966be7e1c627fefa43630
--- /dev/null
+++ b/source/imgui/examples/directx12_example/build_win32.bat
@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
+
diff --git a/source/imgui/examples/directx12_example/imgui_impl_dx12.cpp b/source/imgui/examples/directx12_example/imgui_impl_dx12.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..6965323c7c285f08ec026ac714c87fb04519c196
--- /dev/null
+++ b/source/imgui/examples/directx12_example/imgui_impl_dx12.cpp
@@ -0,0 +1,823 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <d3dcompiler.h>
+
+// Win32 data
+static HWND                         g_hWnd = 0;
+static INT64                        g_Time = 0;
+static INT64                        g_TicksPerSecond = 0;
+static ImGuiMouseCursor             g_LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+// DirectX data
+static ID3D12Device*                g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
+static ID3D10Blob*                  g_pVertexShaderBlob = NULL;
+static ID3D10Blob*                  g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature*         g_pRootSignature = NULL;
+static ID3D12PipelineState*         g_pPipelineState = NULL;
+static DXGI_FORMAT                  g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource*              g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE  g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE  g_hFontSrvGpuDescHandle = {};
+
+struct FrameResources
+{
+    ID3D12Resource* IB;
+    ID3D12Resource* VB;
+    int VertexBufferSize;
+    int IndexBufferSize;
+};
+static FrameResources*              g_pFrameResources = NULL;
+static UINT                         g_numFramesInFlight = 0;
+static UINT                         g_frameIndex = UINT_MAX;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+    float        mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
+{
+    // NOTE: I'm assuming that this only get's called once per frame!
+    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+    g_frameIndex = g_frameIndex + 1;
+    FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+    ID3D12Resource* g_pVB = frameResources->VB;
+    ID3D12Resource* g_pIB = frameResources->IB;
+    int g_VertexBufferSize = frameResources->VertexBufferSize;
+    int g_IndexBufferSize = frameResources->IndexBufferSize;
+    ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
+
+    // Create and grow vertex/index buffers if needed
+    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+        D3D12_RESOURCE_DESC desc;
+        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+            &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
+            return;
+        frameResources->VB = g_pVB;
+        frameResources->VertexBufferSize = g_VertexBufferSize;
+    }
+    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+        D3D12_RESOURCE_DESC desc;
+        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+            &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
+            return;
+        frameResources->IB = g_pIB;
+        frameResources->IndexBufferSize = g_IndexBufferSize;
+    }
+
+    // Copy and convert all vertices into a single contiguous buffer
+    void* vtx_resource, *idx_resource;
+    D3D12_RANGE range;
+    memset(&range, 0, sizeof(D3D12_RANGE));
+    if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
+        return;
+    if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
+        return;
+    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    g_pVB->Unmap(0, &range);
+    g_pIB->Unmap(0, &range);
+
+    // Setup orthographic projection matrix into our constant buffer
+    VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+    {
+        VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
+        float L = 0.0f;
+        float R = ImGui::GetIO().DisplaySize.x;
+        float B = ImGui::GetIO().DisplaySize.y;
+        float T = 0.0f;
+        float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+    }
+
+    // Setup viewport
+    D3D12_VIEWPORT vp;
+    memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+    vp.Width = ImGui::GetIO().DisplaySize.x;
+    vp.Height = ImGui::GetIO().DisplaySize.y;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    vp.TopLeftX = vp.TopLeftY = 0.0f;
+    ctx->RSSetViewports(1, &vp);
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    D3D12_VERTEX_BUFFER_VIEW vbv;
+    memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+    vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
+    vbv.SizeInBytes = g_VertexBufferSize * stride;
+    vbv.StrideInBytes = stride;
+    ctx->IASetVertexBuffers(0, 1, &vbv);
+    D3D12_INDEX_BUFFER_VIEW ibv;
+    memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+    ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
+    ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
+    ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+    ctx->IASetIndexBuffer(&ibv);
+    ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ctx->SetPipelineState(g_pPipelineState);
+    ctx->SetGraphicsRootSignature(g_pRootSignature);
+    ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+    // Setup render state
+    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+    ctx->OMSetBlendFactor(blend_factor);
+
+    // Render command lists
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+                ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
+                ctx->RSSetScissorRects(1, &r);
+                ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return false;
+
+    ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        ::SetCursor(NULL);
+    }
+    else
+    {
+        // Hardware cursor type
+        LPTSTR win32_cursor = IDC_ARROW;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
+        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
+        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
+        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
+        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
+        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
+        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
+        }
+        ::SetCursor(::LoadCursor(NULL, win32_cursor));
+    }
+    return true;
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+
+// Process Win32 mouse/keyboard inputs. 
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui::GetCurrentContext() == NULL)
+        return 0;
+
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+            ::SetCapture(hwnd);
+        io.MouseDown[button] = true;
+        return 0;
+    }
+    case WM_LBUTTONUP:
+    case WM_RBUTTONUP:
+    case WM_MBUTTONUP:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONUP) button = 0;
+        if (msg == WM_RBUTTONUP) button = 1;
+        if (msg == WM_MBUTTONUP) button = 2;
+        io.MouseDown[button] = false;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+            ::ReleaseCapture();
+        return 0;
+    }
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEHWHEEL:
+        io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16);
+        return 0;
+    case WM_KEYDOWN:
+    case WM_SYSKEYDOWN:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return 0;
+    case WM_KEYUP:
+    case WM_SYSKEYUP:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return 0;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return 0;
+    case WM_SETCURSOR:
+        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+            return 1;
+        return 0;
+    }
+    return 0;
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    {
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_DEFAULT;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+        D3D12_RESOURCE_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+        desc.Alignment = 0;
+        desc.Width = width;
+        desc.Height = height;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        desc.SampleDesc.Count = 1;
+        desc.SampleDesc.Quality = 0;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+        ID3D12Resource* pTexture = NULL;
+        g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+            D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+
+        UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+        UINT uploadSize = height * uploadPitch;
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Alignment = 0;
+        desc.Width = uploadSize;
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.SampleDesc.Quality = 0;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+        ID3D12Resource* uploadBuffer = NULL;
+        HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+            D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        void* mapped = NULL;
+        D3D12_RANGE range = { 0, uploadSize };
+        hr = uploadBuffer->Map(0, &range, &mapped);
+        IM_ASSERT(SUCCEEDED(hr));
+        for (int y = 0; y < height; y++)
+            memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+        uploadBuffer->Unmap(0, &range);
+
+        D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+        srcLocation.pResource = uploadBuffer;
+        srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+        srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srcLocation.PlacedFootprint.Footprint.Width = width;
+        srcLocation.PlacedFootprint.Footprint.Height = height;
+        srcLocation.PlacedFootprint.Footprint.Depth = 1;
+        srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+        D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+        dstLocation.pResource = pTexture;
+        dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+        dstLocation.SubresourceIndex = 0;
+
+        D3D12_RESOURCE_BARRIER barrier = {};
+        barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+        barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+        barrier.Transition.pResource   = pTexture;
+        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+        ID3D12Fence* fence = NULL;
+        hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        HANDLE event = CreateEvent(0, 0, 0, 0);
+        IM_ASSERT(event != NULL);
+
+        D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+        queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
+        queueDesc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
+        queueDesc.NodeMask = 1;
+
+        ID3D12CommandQueue* cmdQueue = NULL;
+        hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        ID3D12CommandAllocator* cmdAlloc = NULL;
+        hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        ID3D12GraphicsCommandList* cmdList = NULL;
+        hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+        cmdList->ResourceBarrier(1, &barrier);
+
+        hr = cmdList->Close();
+        IM_ASSERT(SUCCEEDED(hr));
+
+        cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
+        hr = cmdQueue->Signal(fence, 1);
+        IM_ASSERT(SUCCEEDED(hr));
+
+        fence->SetEventOnCompletion(1, event);
+        WaitForSingleObject(event, INFINITE);
+
+        cmdList->Release();
+        cmdAlloc->Release();
+        cmdQueue->Release();
+        CloseHandle(event);
+        fence->Release();
+        uploadBuffer->Release();
+
+        // Create texture view
+        D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+        ZeroMemory(&srvDesc, sizeof(srvDesc));
+        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+        srvDesc.Texture2D.MipLevels = desc.MipLevels;
+        srvDesc.Texture2D.MostDetailedMip = 0;
+        srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+        g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
+        if (g_pFontTextureResource != NULL)
+            g_pFontTextureResource->Release();
+        g_pFontTextureResource = pTexture;
+    }
+
+    // Store our identifier
+    static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
+    io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
+}
+
+bool    ImGui_ImplDX12_CreateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return false;
+    if (g_pPipelineState)
+        ImGui_ImplDX12_InvalidateDeviceObjects();
+
+    // Create the root signature
+    {
+        D3D12_DESCRIPTOR_RANGE descRange = {};
+        descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+        descRange.NumDescriptors = 1;
+        descRange.BaseShaderRegister = 0;
+        descRange.RegisterSpace = 0;
+        descRange.OffsetInDescriptorsFromTableStart = 0;
+
+        D3D12_ROOT_PARAMETER param[2] = {};
+
+        param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+        param[0].Constants.ShaderRegister = 0;
+        param[0].Constants.RegisterSpace = 0;
+        param[0].Constants.Num32BitValues = 16;
+        param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+        param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+        param[1].DescriptorTable.NumDescriptorRanges = 1;
+        param[1].DescriptorTable.pDescriptorRanges = &descRange;
+        param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+        D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+        staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+        staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.MipLODBias = 0.f;
+        staticSampler.MaxAnisotropy = 0;
+        staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+        staticSampler.MinLOD = 0.f;
+        staticSampler.MaxLOD = 0.f;
+        staticSampler.ShaderRegister = 0;
+        staticSampler.RegisterSpace = 0;
+        staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+        D3D12_ROOT_SIGNATURE_DESC desc = {};
+        desc.NumParameters = _countof(param);
+        desc.pParameters = param;
+        desc.NumStaticSamplers = 1;
+        desc.pStaticSamplers = &staticSampler;
+        desc.Flags =
+            D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+        ID3DBlob* blob = NULL;
+        if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+            return false;
+
+        g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+        blob->Release();
+    }
+
+    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+    // If you would like to use this DX12 sample code but remove this dependency you can: 
+    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. 
+    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+    D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+    memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+    psoDesc.NodeMask = 1;
+    psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+    psoDesc.pRootSignature = g_pRootSignature;
+    psoDesc.SampleMask = UINT_MAX;
+    psoDesc.NumRenderTargets = 1;
+    psoDesc.RTVFormats[0] = g_RTVFormat;
+    psoDesc.SampleDesc.Count = 1;
+    psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+    // Create the vertex shader
+    {
+        static const char* vertexShader =
+            "cbuffer vertexBuffer : register(b0) \
+            {\
+            float4x4 ProjectionMatrix; \
+            };\
+            struct VS_INPUT\
+            {\
+            float2 pos : POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            PS_INPUT main(VS_INPUT input)\
+            {\
+            PS_INPUT output;\
+            output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+            output.col = input.col;\
+            output.uv  = input.uv;\
+            return output;\
+            }";
+
+        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+
+        // Create the input layout
+        static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+        };
+        psoDesc.InputLayout = { local_layout, 3 };
+    }
+
+    // Create the pixel shader
+    {
+        static const char* pixelShader =
+            "struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            SamplerState sampler0 : register(s0);\
+            Texture2D texture0 : register(t0);\
+            \
+            float4 main(PS_INPUT input) : SV_Target\
+            {\
+            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+            return out_col; \
+            }";
+
+        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+    }
+
+    // Create the blending setup
+    {
+        D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+        desc.AlphaToCoverageEnable = false;
+        desc.RenderTarget[0].BlendEnable = true;
+        desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+        desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+        desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+        desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+    }
+
+    // Create the rasterizer state
+    {
+        D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+        desc.FillMode = D3D12_FILL_MODE_SOLID;
+        desc.CullMode = D3D12_CULL_MODE_NONE;
+        desc.FrontCounterClockwise = FALSE;
+        desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+        desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+        desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+        desc.DepthClipEnable = true;
+        desc.MultisampleEnable = FALSE;
+        desc.AntialiasedLineEnable = FALSE;
+        desc.ForcedSampleCount = 0;
+        desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+    }
+
+    // Create depth-stencil State
+    {
+        D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+        desc.DepthEnable = false;
+        desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        desc.StencilEnable = false;
+        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+        desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        desc.BackFace = desc.FrontFace;
+    }
+
+    if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
+        return false;
+
+    ImGui_ImplDX12_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return;
+
+    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+    if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
+    if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
+    if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    for (UINT i = 0; i < g_numFramesInFlight; i++)
+    {
+        if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
+        if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
+    }
+}
+
+bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
+                            ID3D12Device* device,
+                            DXGI_FORMAT rtv_format,
+                            D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+                            D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+    g_hWnd = (HWND)hwnd;
+    g_pd3dDevice = device;
+    g_RTVFormat = rtv_format;
+    g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+    g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+    g_pFrameResources = new FrameResources [num_frames_in_flight];
+    g_numFramesInFlight = num_frames_in_flight;
+    g_frameIndex = UINT_MAX;
+
+    for (int i = 0; i < num_frames_in_flight; i++)
+    {
+        g_pFrameResources[i].IB = NULL;
+        g_pFrameResources[i].VB = NULL;
+        g_pFrameResources[i].VertexBufferSize = 5000;
+        g_pFrameResources[i].IndexBufferSize = 10000;
+    }
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    io.KeyMap[ImGuiKey_Tab] = VK_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.ImeWindowHandle = g_hWnd;
+
+    return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+    ImGui_ImplDX12_InvalidateDeviceObjects();
+    delete[] g_pFrameResources;
+    g_pd3dDevice = NULL;
+    g_hWnd = (HWND)0;
+    g_pd3dCommandList = NULL;
+    g_hFontSrvCpuDescHandle.ptr = 0;
+    g_hFontSrvGpuDescHandle.ptr = 0;
+    g_pFrameResources = NULL;
+    g_numFramesInFlight = 0;
+    g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
+{
+    if (!g_pPipelineState)
+        ImGui_ImplDX12_CreateDeviceObjects();
+
+    g_pd3dCommandList = command_list;
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect;
+    GetClientRect(g_hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+    io.KeySuper = false;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+    if (io.WantSetMousePos)
+    {
+        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+        ClientToScreen(g_hWnd, &pos);
+        SetCursorPos(pos.x, pos.y);
+    }
+
+    // Update OS mouse cursor with the cursor requested by imgui
+    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (g_LastMouseCursor != mouse_cursor)
+    {
+        g_LastMouseCursor = mouse_cursor;
+        ImGui_ImplWin32_UpdateMouseCursor();
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/directx12_example/imgui_impl_dx12.h b/source/imgui/examples/directx12_example/imgui_impl_dx12.h
new file mode 100644
index 0000000000000000000000000000000000000000..628bbd497a1fb6b0389b8cb0267e465775cb2cd6
--- /dev/null
+++ b/source/imgui/examples/directx12_example/imgui_impl_dx12.h
@@ -0,0 +1,40 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+enum DXGI_FORMAT;
+struct ID3D12Device;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate 
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
+IMGUI_API bool        ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
+                                          ID3D12Device* device,
+                                          DXGI_FORMAT rtv_format,
+                                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+                                          D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+IMGUI_API void        ImGui_ImplDX12_Shutdown();
+IMGUI_API void        ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
+IMGUI_API void        ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplDX12_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT   ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/source/imgui/examples/directx12_example/main.cpp b/source/imgui/examples/directx12_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..65fe70b5984dfdae01987305585d5e7a9dbb1216
--- /dev/null
+++ b/source/imgui/examples/directx12_example/main.cpp
@@ -0,0 +1,417 @@
+// ImGui - standalone example application for DirectX 12
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <tchar.h>
+
+#define DX12_ENABLE_DEBUG_LAYER     0
+
+struct FrameContext
+{
+    ID3D12CommandAllocator* CommandAllocator;
+    UINT64                  FenceValue;
+};
+
+// Data
+static int const                    NUM_FRAMES_IN_FLIGHT = 3;
+static FrameContext                 g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
+static UINT                         g_frameIndex = 0;
+
+static int const                    NUM_BACK_BUFFERS = 3;
+static ID3D12Device*                g_pd3dDevice = NULL;
+static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = NULL;
+static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = NULL;
+static ID3D12CommandQueue*          g_pd3dCommandQueue = NULL;
+static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
+static ID3D12Fence*                 g_fence = NULL;
+static HANDLE                       g_fenceEvent = NULL;
+static UINT64                       g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3*             g_pSwapChain = NULL;
+static HANDLE                       g_hSwapChainWaitableObject = NULL;
+static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE  g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
+
+void CreateRenderTarget()
+{
+    ID3D12Resource* pBackBuffer;
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+    {
+        g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
+        g_mainRenderTargetResource[i] = pBackBuffer;
+    }
+}
+
+void WaitForLastSubmittedFrame()
+{
+    FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+
+    UINT64 fenceValue = frameCtxt->FenceValue;
+    if (fenceValue == 0)
+        return; // No fence was signaled
+
+    frameCtxt->FenceValue = 0;
+    if (g_fence->GetCompletedValue() >= fenceValue)
+        return;
+
+    g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+    WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+FrameContext* WaitForNextFrameResources()
+{
+    UINT nextFrameIndex = g_frameIndex + 1;
+    g_frameIndex = nextFrameIndex;
+
+    HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
+    DWORD numWaitableObjects = 1;
+
+    FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
+    UINT64 fenceValue = frameCtxt->FenceValue;
+    if (fenceValue != 0) // means no fence was signaled
+    {
+        frameCtxt->FenceValue = 0;
+        g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+        waitableObjects[1] = g_fenceEvent;
+        numWaitableObjects = 2;
+    }
+
+    WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+
+    return frameCtxt;
+}
+
+void ResizeSwapChain(HWND hWnd, int width, int height)
+{
+    DXGI_SWAP_CHAIN_DESC1 sd;
+    g_pSwapChain->GetDesc1(&sd);
+    sd.Width = width;
+    sd.Height = height;
+
+    IDXGIFactory4* dxgiFactory = nullptr;
+    g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
+
+    g_pSwapChain->Release();
+    CloseHandle(g_hSwapChainWaitableObject);
+
+    IDXGISwapChain1* swapChain1 = NULL;
+    dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
+    swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
+    swapChain1->Release();
+    dxgiFactory->Release();
+
+    g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+
+    g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+    assert(g_hSwapChainWaitableObject != NULL);
+}
+
+void CleanupRenderTarget()
+{
+    WaitForLastSubmittedFrame();
+
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+        if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC1 sd;
+    {
+        ZeroMemory(&sd, sizeof(sd));
+        sd.BufferCount = NUM_BACK_BUFFERS;
+        sd.Width = 0;
+        sd.Height = 0;
+        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+        sd.SampleDesc.Count = 1;
+        sd.SampleDesc.Quality = 0;
+        sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+        sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+        sd.Scaling = DXGI_SCALING_STRETCH;
+        sd.Stereo = FALSE;
+    }
+
+    if (DX12_ENABLE_DEBUG_LAYER)
+    {
+        ID3D12Debug* dx12Debug = NULL;
+        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
+        {
+            dx12Debug->EnableDebugLayer();
+            dx12Debug->Release();
+        }
+    }
+
+    D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+    if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+        return E_FAIL;
+
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type           = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+        desc.NumDescriptors = NUM_BACK_BUFFERS;
+        desc.Flags          = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+        desc.NodeMask       = 1;
+        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+            return E_FAIL;
+
+        SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+        D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+        for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) 
+        {
+            g_mainRenderTargetDescriptor[i] = rtvHandle;
+            rtvHandle.ptr += rtvDescriptorSize;
+        }
+    }
+
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+        desc.NumDescriptors = 1;
+        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+            return E_FAIL;
+    }
+
+    {
+        D3D12_COMMAND_QUEUE_DESC desc = {};
+        desc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
+        desc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
+        desc.NodeMask = 1;
+        if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+            return E_FAIL;
+    }
+
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+        if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+            return E_FAIL;
+
+    if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+        g_pd3dCommandList->Close() != S_OK)
+        return E_FAIL;
+
+    if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+        return E_FAIL;
+
+    g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
+    if (g_fenceEvent == NULL)
+        return E_FAIL;
+
+    {
+        IDXGIFactory4* dxgiFactory = NULL;
+        IDXGISwapChain1* swapChain1 = NULL;
+        if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
+            dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
+            swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+            return E_FAIL;
+        swapChain1->Release();
+        dxgiFactory->Release();
+        g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+        g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+    }
+
+    CreateRenderTarget();
+
+    return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+    if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+        if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
+    if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
+    if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
+    if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
+    if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
+    if (g_fence) { g_fence->Release(); g_fence = NULL; }
+    if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+        {
+            ImGui_ImplDX12_InvalidateDeviceObjects();
+            CleanupRenderTarget();
+            ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
+            CreateRenderTarget();
+            ImGui_ImplDX12_CreateDeviceObjects();
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
+    }
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+    // Create application window
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+    RegisterClassEx(&wc);
+    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    // Initialize Direct3D
+    if (CreateDeviceD3D(hwnd) < 0)
+    {
+        CleanupDeviceD3D();
+        UnregisterClass(_T("ImGui Example"), wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
+        DXGI_FORMAT_R8G8B8A8_UNORM,
+        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+        g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    MSG msg;
+    ZeroMemory(&msg, sizeof(msg));
+    while (msg.message != WM_QUIT)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        {
+            TranslateMessage(&msg);
+            DispatchMessage(&msg);
+            continue;
+        }
+        ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        FrameContext* frameCtxt = WaitForNextFrameResources();
+        UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+        frameCtxt->CommandAllocator->Reset();
+
+        D3D12_RESOURCE_BARRIER barrier = {};
+        barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+        barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+        barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx];
+        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET;
+
+        g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
+        g_pd3dCommandList->ResourceBarrier(1, &barrier);
+        g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
+        g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
+        g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+        ImGui::Render();
+        ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
+        g_pd3dCommandList->ResourceBarrier(1, &barrier);
+        g_pd3dCommandList->Close();
+
+        g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+        g_pSwapChain->Present(1, 0); // Present with vsync
+        //g_pSwapChain->Present(0, 0); // Present without vsync
+
+        UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+        g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+        g_fenceLastSignaledValue = fenceValue;
+        frameCtxt->FenceValue = fenceValue;
+    }
+
+    WaitForLastSubmittedFrame();
+    ImGui_ImplDX12_Shutdown();
+    ImGui::DestroyContext();
+    CleanupDeviceD3D();
+    UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+    return 0;
+}
diff --git a/source/imgui/examples/directx9_example/build_win32.bat b/source/imgui/examples/directx9_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..c3647d4c131316416e619f0d6af1b6cdde35c699
--- /dev/null
+++ b/source/imgui/examples/directx9_example/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
diff --git a/source/imgui/examples/directx9_example/imgui_impl_dx9.cpp b/source/imgui/examples/directx9_example/imgui_impl_dx9.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..ed2ea519ff15c24a60d5242155268d81fb27a122
--- /dev/null
+++ b/source/imgui/examples/directx9_example/imgui_impl_dx9.cpp
@@ -0,0 +1,451 @@
+// ImGui Win32 + DirectX9 binding
+
+// Implemented features:
+//  [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG 
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set).
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include <d3d9.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Win32 data
+static HWND                     g_hWnd = 0;
+static INT64                    g_Time = 0;
+static INT64                    g_TicksPerSecond = 0;
+static ImGuiMouseCursor         g_LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+// DirectX data
+static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
+static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL;
+static LPDIRECT3DINDEXBUFFER9   g_pIB = NULL;
+static LPDIRECT3DTEXTURE9       g_FontTexture = NULL;
+static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct CUSTOMVERTEX
+{
+    float    pos[3];
+    D3DCOLOR col;
+    float    uv[2];
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+// Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
+        return;
+
+    // Create and grow buffers if needed
+    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
+            return;
+    }
+    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
+            return;
+    }
+
+    // Backup the DX9 state
+    IDirect3DStateBlock9* d3d9_state_block = NULL;
+    if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
+        return;
+
+    // Copy and convert all vertices into a single contiguous buffer
+    CUSTOMVERTEX* vtx_dst;
+    ImDrawIdx* idx_dst;
+    if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+        return;
+    if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
+        return;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
+        for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+        {
+            vtx_dst->pos[0] = vtx_src->pos.x;
+            vtx_dst->pos[1] = vtx_src->pos.y;
+            vtx_dst->pos[2] = 0.0f;
+            vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
+            vtx_dst->uv[0] = vtx_src->uv.x;
+            vtx_dst->uv[1] = vtx_src->uv.y;
+            vtx_dst++;
+            vtx_src++;
+        }
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    g_pVB->Unlock();
+    g_pIB->Unlock();
+    g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
+    g_pd3dDevice->SetIndices(g_pIB);
+    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
+
+    // Setup viewport
+    D3DVIEWPORT9 vp;
+    vp.X = vp.Y = 0;
+    vp.Width = (DWORD)io.DisplaySize.x;
+    vp.Height = (DWORD)io.DisplaySize.y;
+    vp.MinZ = 0.0f;
+    vp.MaxZ = 1.0f;
+    g_pd3dDevice->SetViewport(&vp);
+
+    // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
+    g_pd3dDevice->SetPixelShader(NULL);
+    g_pd3dDevice->SetVertexShader(NULL);
+    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
+    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
+    g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
+    g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
+    g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+    g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+    g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+    g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
+    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
+    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+    // Setup orthographic projection matrix
+    // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
+    {
+        const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
+        D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } };
+        D3DMATRIX mat_projection =
+        {
+            2.0f/(R-L),   0.0f,         0.0f,  0.0f,
+            0.0f,         2.0f/(T-B),   0.0f,  0.0f,
+            0.0f,         0.0f,         0.5f,  0.0f,
+            (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f,
+        };
+        g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
+        g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
+        g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
+    }
+
+    // Render command lists
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+                g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
+                g_pd3dDevice->SetScissorRect(&r);
+                g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+
+    // Restore the DX9 state
+    d3d9_state_block->Apply();
+    d3d9_state_block->Release();
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return false;
+
+    ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        ::SetCursor(NULL);
+    }
+    else
+    {
+        // Hardware cursor type
+        LPTSTR win32_cursor = IDC_ARROW;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
+        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
+        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
+        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
+        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
+        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
+        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
+        }
+        ::SetCursor(::LoadCursor(NULL, win32_cursor));
+    }
+    return true;
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+
+// Process Win32 mouse/keyboard inputs. 
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui::GetCurrentContext() == NULL)
+        return 0;
+
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+            ::SetCapture(hwnd);
+        io.MouseDown[button] = true;
+        return 0;
+    }
+    case WM_LBUTTONUP:
+    case WM_RBUTTONUP:
+    case WM_MBUTTONUP:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONUP) button = 0;
+        if (msg == WM_RBUTTONUP) button = 1;
+        if (msg == WM_MBUTTONUP) button = 2;
+        io.MouseDown[button] = false;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+            ::ReleaseCapture();
+        return 0;
+    }
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEHWHEEL:
+        io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16);
+        return 0;
+    case WM_KEYDOWN:
+    case WM_SYSKEYDOWN:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return 0;
+    case WM_KEYUP:
+    case WM_SYSKEYUP:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return 0;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return 0;
+    case WM_SETCURSOR:
+        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+            return 1;
+        return 0;
+    }
+    return 0;
+}
+
+bool    ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
+{
+    g_hWnd = (HWND)hwnd;
+    g_pd3dDevice = device;
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    io.KeyMap[ImGuiKey_Tab] = VK_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.ImeWindowHandle = g_hWnd;
+
+    return true;
+}
+
+void ImGui_ImplDX9_Shutdown()
+{
+    ImGui_ImplDX9_InvalidateDeviceObjects();
+    g_pd3dDevice = NULL;
+    g_hWnd = 0;
+}
+
+static bool ImGui_ImplDX9_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height, bytes_per_pixel;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
+
+    // Upload texture to graphics system
+    g_FontTexture = NULL;
+    if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
+        return false;
+    D3DLOCKED_RECT tex_locked_rect;
+    if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
+        return false;
+    for (int y = 0; y < height; y++)
+        memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
+    g_FontTexture->UnlockRect(0);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)g_FontTexture;
+
+    return true;
+}
+
+bool ImGui_ImplDX9_CreateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return false;
+    if (!ImGui_ImplDX9_CreateFontsTexture())
+        return false;
+    return true;
+}
+
+void ImGui_ImplDX9_InvalidateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return;
+    if (g_pVB)
+    {
+        g_pVB->Release();
+        g_pVB = NULL;
+    }
+    if (g_pIB)
+    {
+        g_pIB->Release();
+        g_pIB = NULL;
+    }
+
+    // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
+    ImGuiIO& io = ImGui::GetIO();
+    IM_ASSERT(g_FontTexture == io.Fonts->TexID);
+    if (g_FontTexture)
+        g_FontTexture->Release();
+    g_FontTexture = NULL;
+    io.Fonts->TexID = NULL;
+}
+
+void ImGui_ImplDX9_NewFrame()
+{
+    if (!g_FontTexture)
+        ImGui_ImplDX9_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect;
+    GetClientRect(g_hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+    io.KeySuper = false;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+    if (io.WantSetMousePos)
+    {
+        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+        ClientToScreen(g_hWnd, &pos);
+        SetCursorPos(pos.x, pos.y);
+    }
+
+    // Update OS mouse cursor with the cursor requested by imgui
+    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (g_LastMouseCursor != mouse_cursor)
+    {
+        g_LastMouseCursor = mouse_cursor;
+        ImGui_ImplWin32_UpdateMouseCursor();
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/directx9_example/imgui_impl_dx9.h b/source/imgui/examples/directx9_example/imgui_impl_dx9.h
new file mode 100644
index 0000000000000000000000000000000000000000..e0ea2deae90ccf9f6fa0f81aa31989c047962f5c
--- /dev/null
+++ b/source/imgui/examples/directx9_example/imgui_impl_dx9.h
@@ -0,0 +1,27 @@
+// ImGui Win32 + DirectX9 binding
+
+// Implemented features:
+//  [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct IDirect3DDevice9;
+
+IMGUI_API bool        ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
+IMGUI_API void        ImGui_ImplDX9_Shutdown();
+IMGUI_API void        ImGui_ImplDX9_NewFrame();
+IMGUI_API void        ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplDX9_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplDX9_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT   ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/source/imgui/examples/directx9_example/main.cpp b/source/imgui/examples/directx9_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..fce9482e822b1be9b2dd753f5acb9c3c022fb3c4
--- /dev/null
+++ b/source/imgui/examples/directx9_example/main.cpp
@@ -0,0 +1,194 @@
+// ImGui - standalone example application for DirectX 9
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+#include <d3d9.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
+static D3DPRESENT_PARAMETERS    g_d3dpp;
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+        {
+            ImGui_ImplDX9_InvalidateDeviceObjects();
+            g_d3dpp.BackBufferWidth  = LOWORD(lParam);
+            g_d3dpp.BackBufferHeight = HIWORD(lParam);
+            HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
+            if (hr == D3DERR_INVALIDCALL)
+                IM_ASSERT(0);
+            ImGui_ImplDX9_CreateDeviceObjects();
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
+    }
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+    // Create application window
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+    RegisterClassEx(&wc);
+    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    // Initialize Direct3D
+    LPDIRECT3D9 pD3D;
+    if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
+    {
+        UnregisterClass(_T("ImGui Example"), wc.hInstance);
+        return 0;
+    }
+    ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
+    g_d3dpp.Windowed = TRUE;
+    g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+    g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
+    g_d3dpp.EnableAutoDepthStencil = TRUE;
+    g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
+    g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
+    //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
+
+    // Create the D3DDevice
+    if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
+    {
+        pD3D->Release();
+        UnregisterClass(_T("ImGui Example"), wc.hInstance);
+        return 0;
+    }
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    MSG msg;
+    ZeroMemory(&msg, sizeof(msg));
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
+    while (msg.message != WM_QUIT)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        {
+            TranslateMessage(&msg);
+            DispatchMessage(&msg);
+            continue;
+        }
+        ImGui_ImplDX9_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        ImGui::EndFrame();
+        g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
+        g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
+        g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
+        D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
+        g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
+        if (g_pd3dDevice->BeginScene() >= 0)
+        {
+            ImGui::Render();
+            ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
+            g_pd3dDevice->EndScene();
+        }
+        HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
+
+        // Handle loss of D3D9 device
+        if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
+        {
+            ImGui_ImplDX9_InvalidateDeviceObjects();
+            g_pd3dDevice->Reset(&g_d3dpp);
+            ImGui_ImplDX9_CreateDeviceObjects();
+        }
+    }
+
+    ImGui_ImplDX9_Shutdown();
+    ImGui::DestroyContext();
+
+    if (g_pd3dDevice) g_pd3dDevice->Release();
+    if (pD3D) pD3D->Release();
+    UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+    return 0;
+}
diff --git a/source/imgui/examples/libs/gl3w/GL/gl3w.c b/source/imgui/examples/libs/gl3w/GL/gl3w.c
new file mode 100644
index 0000000000000000000000000000000000000000..464e017788bd0e79ef705cb2bf95777826901fea
--- /dev/null
+++ b/source/imgui/examples/libs/gl3w/GL/gl3w.c
@@ -0,0 +1,1344 @@
+#include <GL/gl3w.h>
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4055) // warning C4055: 'type cast' : from data pointer 'void *' to function pointer
+#pragma warning (disable: 4152) // warning C4152: nonstandard extension, function/data pointer conversion in expression
+#endif
+
+#ifdef _WIN32
+#define WIN32_LEAN_AND_MEAN 1
+#include <windows.h>
+
+static HMODULE libgl;
+
+static void open_libgl(void)
+{
+	libgl = LoadLibraryA("opengl32.dll");
+}
+
+static void close_libgl(void)
+{
+	FreeLibrary(libgl);
+}
+
+static void *get_proc(const char *proc)
+{
+	void *res;
+
+	res = wglGetProcAddress(proc);
+	if (!res)
+		res = GetProcAddress(libgl, proc);
+	return res;
+}
+#elif defined(__APPLE__) || defined(__APPLE_CC__)
+#include <Carbon/Carbon.h>
+
+CFBundleRef bundle;
+CFURLRef bundleURL;
+
+static void open_libgl(void)
+{
+	bundleURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault,
+		CFSTR("/System/Library/Frameworks/OpenGL.framework"),
+		kCFURLPOSIXPathStyle, true);
+
+	bundle = CFBundleCreate(kCFAllocatorDefault, bundleURL);
+	assert(bundle != NULL);
+}
+
+static void close_libgl(void)
+{
+	CFRelease(bundle);
+	CFRelease(bundleURL);
+}
+
+static void *get_proc(const char *proc)
+{
+	void *res;
+
+	CFStringRef procname = CFStringCreateWithCString(kCFAllocatorDefault, proc,
+		kCFStringEncodingASCII);
+	res = CFBundleGetFunctionPointerForName(bundle, procname);
+	CFRelease(procname);
+	return res;
+}
+#else
+#include <dlfcn.h>
+#include <GL/glx.h>
+
+static void *libgl;
+
+static void open_libgl(void)
+{
+	libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL);
+}
+
+static void close_libgl(void)
+{
+	dlclose(libgl);
+}
+
+static void *get_proc(const char *proc)
+{
+	void *res;
+
+	res = (void*)glXGetProcAddress((const GLubyte *) proc);
+	if (!res)
+		res = dlsym(libgl, proc);
+	return res;
+}
+#endif
+
+static struct {
+	int major, minor;
+} version;
+
+static int parse_version(void)
+{
+	if (!glGetIntegerv)
+		return -1;
+
+	glGetIntegerv(GL_MAJOR_VERSION, &version.major);
+	glGetIntegerv(GL_MINOR_VERSION, &version.minor);
+
+	if (version.major < 3)
+		return -1;
+	return 0;
+}
+
+static void load_procs(void);
+
+int gl3wInit(void)
+{
+	open_libgl();
+	load_procs();
+	close_libgl();
+	return parse_version();
+}
+
+int gl3wIsSupported(int major, int minor)
+{
+	if (major < 3)
+		return 0;
+	if (version.major == major)
+		return version.minor >= minor;
+	return version.major >= major;
+}
+
+void *gl3wGetProcAddress(const char *proc)
+{
+	return get_proc(proc);
+}
+
+PFNGLCULLFACEPROC gl3wCullFace;
+PFNGLFRONTFACEPROC gl3wFrontFace;
+PFNGLHINTPROC gl3wHint;
+PFNGLLINEWIDTHPROC gl3wLineWidth;
+PFNGLPOINTSIZEPROC gl3wPointSize;
+PFNGLPOLYGONMODEPROC gl3wPolygonMode;
+PFNGLSCISSORPROC gl3wScissor;
+PFNGLTEXPARAMETERFPROC gl3wTexParameterf;
+PFNGLTEXPARAMETERFVPROC gl3wTexParameterfv;
+PFNGLTEXPARAMETERIPROC gl3wTexParameteri;
+PFNGLTEXPARAMETERIVPROC gl3wTexParameteriv;
+PFNGLTEXIMAGE1DPROC gl3wTexImage1D;
+PFNGLTEXIMAGE2DPROC gl3wTexImage2D;
+PFNGLDRAWBUFFERPROC gl3wDrawBuffer;
+PFNGLCLEARPROC gl3wClear;
+PFNGLCLEARCOLORPROC gl3wClearColor;
+PFNGLCLEARSTENCILPROC gl3wClearStencil;
+PFNGLCLEARDEPTHPROC gl3wClearDepth;
+PFNGLSTENCILMASKPROC gl3wStencilMask;
+PFNGLCOLORMASKPROC gl3wColorMask;
+PFNGLDEPTHMASKPROC gl3wDepthMask;
+PFNGLDISABLEPROC gl3wDisable;
+PFNGLENABLEPROC gl3wEnable;
+PFNGLFINISHPROC gl3wFinish;
+PFNGLFLUSHPROC gl3wFlush;
+PFNGLBLENDFUNCPROC gl3wBlendFunc;
+PFNGLLOGICOPPROC gl3wLogicOp;
+PFNGLSTENCILFUNCPROC gl3wStencilFunc;
+PFNGLSTENCILOPPROC gl3wStencilOp;
+PFNGLDEPTHFUNCPROC gl3wDepthFunc;
+PFNGLPIXELSTOREFPROC gl3wPixelStoref;
+PFNGLPIXELSTOREIPROC gl3wPixelStorei;
+PFNGLREADBUFFERPROC gl3wReadBuffer;
+PFNGLREADPIXELSPROC gl3wReadPixels;
+PFNGLGETBOOLEANVPROC gl3wGetBooleanv;
+PFNGLGETDOUBLEVPROC gl3wGetDoublev;
+PFNGLGETERRORPROC gl3wGetError;
+PFNGLGETFLOATVPROC gl3wGetFloatv;
+PFNGLGETINTEGERVPROC gl3wGetIntegerv;
+PFNGLGETSTRINGPROC gl3wGetString;
+PFNGLGETTEXIMAGEPROC gl3wGetTexImage;
+PFNGLGETTEXPARAMETERFVPROC gl3wGetTexParameterfv;
+PFNGLGETTEXPARAMETERIVPROC gl3wGetTexParameteriv;
+PFNGLGETTEXLEVELPARAMETERFVPROC gl3wGetTexLevelParameterfv;
+PFNGLGETTEXLEVELPARAMETERIVPROC gl3wGetTexLevelParameteriv;
+PFNGLISENABLEDPROC gl3wIsEnabled;
+PFNGLDEPTHRANGEPROC gl3wDepthRange;
+PFNGLVIEWPORTPROC gl3wViewport;
+PFNGLDRAWARRAYSPROC gl3wDrawArrays;
+PFNGLDRAWELEMENTSPROC gl3wDrawElements;
+PFNGLGETPOINTERVPROC gl3wGetPointerv;
+PFNGLPOLYGONOFFSETPROC gl3wPolygonOffset;
+PFNGLCOPYTEXIMAGE1DPROC gl3wCopyTexImage1D;
+PFNGLCOPYTEXIMAGE2DPROC gl3wCopyTexImage2D;
+PFNGLCOPYTEXSUBIMAGE1DPROC gl3wCopyTexSubImage1D;
+PFNGLCOPYTEXSUBIMAGE2DPROC gl3wCopyTexSubImage2D;
+PFNGLTEXSUBIMAGE1DPROC gl3wTexSubImage1D;
+PFNGLTEXSUBIMAGE2DPROC gl3wTexSubImage2D;
+PFNGLBINDTEXTUREPROC gl3wBindTexture;
+PFNGLDELETETEXTURESPROC gl3wDeleteTextures;
+PFNGLGENTEXTURESPROC gl3wGenTextures;
+PFNGLISTEXTUREPROC gl3wIsTexture;
+PFNGLBLENDCOLORPROC gl3wBlendColor;
+PFNGLBLENDEQUATIONPROC gl3wBlendEquation;
+PFNGLDRAWRANGEELEMENTSPROC gl3wDrawRangeElements;
+PFNGLTEXIMAGE3DPROC gl3wTexImage3D;
+PFNGLTEXSUBIMAGE3DPROC gl3wTexSubImage3D;
+PFNGLCOPYTEXSUBIMAGE3DPROC gl3wCopyTexSubImage3D;
+PFNGLACTIVETEXTUREPROC gl3wActiveTexture;
+PFNGLSAMPLECOVERAGEPROC gl3wSampleCoverage;
+PFNGLCOMPRESSEDTEXIMAGE3DPROC gl3wCompressedTexImage3D;
+PFNGLCOMPRESSEDTEXIMAGE2DPROC gl3wCompressedTexImage2D;
+PFNGLCOMPRESSEDTEXIMAGE1DPROC gl3wCompressedTexImage1D;
+PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC gl3wCompressedTexSubImage3D;
+PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC gl3wCompressedTexSubImage2D;
+PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC gl3wCompressedTexSubImage1D;
+PFNGLGETCOMPRESSEDTEXIMAGEPROC gl3wGetCompressedTexImage;
+PFNGLBLENDFUNCSEPARATEPROC gl3wBlendFuncSeparate;
+PFNGLMULTIDRAWARRAYSPROC gl3wMultiDrawArrays;
+PFNGLMULTIDRAWELEMENTSPROC gl3wMultiDrawElements;
+PFNGLPOINTPARAMETERFPROC gl3wPointParameterf;
+PFNGLPOINTPARAMETERFVPROC gl3wPointParameterfv;
+PFNGLPOINTPARAMETERIPROC gl3wPointParameteri;
+PFNGLPOINTPARAMETERIVPROC gl3wPointParameteriv;
+PFNGLGENQUERIESPROC gl3wGenQueries;
+PFNGLDELETEQUERIESPROC gl3wDeleteQueries;
+PFNGLISQUERYPROC gl3wIsQuery;
+PFNGLBEGINQUERYPROC gl3wBeginQuery;
+PFNGLENDQUERYPROC gl3wEndQuery;
+PFNGLGETQUERYIVPROC gl3wGetQueryiv;
+PFNGLGETQUERYOBJECTIVPROC gl3wGetQueryObjectiv;
+PFNGLGETQUERYOBJECTUIVPROC gl3wGetQueryObjectuiv;
+PFNGLBINDBUFFERPROC gl3wBindBuffer;
+PFNGLDELETEBUFFERSPROC gl3wDeleteBuffers;
+PFNGLGENBUFFERSPROC gl3wGenBuffers;
+PFNGLISBUFFERPROC gl3wIsBuffer;
+PFNGLBUFFERDATAPROC gl3wBufferData;
+PFNGLBUFFERSUBDATAPROC gl3wBufferSubData;
+PFNGLGETBUFFERSUBDATAPROC gl3wGetBufferSubData;
+PFNGLMAPBUFFERPROC gl3wMapBuffer;
+PFNGLUNMAPBUFFERPROC gl3wUnmapBuffer;
+PFNGLGETBUFFERPARAMETERIVPROC gl3wGetBufferParameteriv;
+PFNGLGETBUFFERPOINTERVPROC gl3wGetBufferPointerv;
+PFNGLBLENDEQUATIONSEPARATEPROC gl3wBlendEquationSeparate;
+PFNGLDRAWBUFFERSPROC gl3wDrawBuffers;
+PFNGLSTENCILOPSEPARATEPROC gl3wStencilOpSeparate;
+PFNGLSTENCILFUNCSEPARATEPROC gl3wStencilFuncSeparate;
+PFNGLSTENCILMASKSEPARATEPROC gl3wStencilMaskSeparate;
+PFNGLATTACHSHADERPROC gl3wAttachShader;
+PFNGLBINDATTRIBLOCATIONPROC gl3wBindAttribLocation;
+PFNGLCOMPILESHADERPROC gl3wCompileShader;
+PFNGLCREATEPROGRAMPROC gl3wCreateProgram;
+PFNGLCREATESHADERPROC gl3wCreateShader;
+PFNGLDELETEPROGRAMPROC gl3wDeleteProgram;
+PFNGLDELETESHADERPROC gl3wDeleteShader;
+PFNGLDETACHSHADERPROC gl3wDetachShader;
+PFNGLDISABLEVERTEXATTRIBARRAYPROC gl3wDisableVertexAttribArray;
+PFNGLENABLEVERTEXATTRIBARRAYPROC gl3wEnableVertexAttribArray;
+PFNGLGETACTIVEATTRIBPROC gl3wGetActiveAttrib;
+PFNGLGETACTIVEUNIFORMPROC gl3wGetActiveUniform;
+PFNGLGETATTACHEDSHADERSPROC gl3wGetAttachedShaders;
+PFNGLGETATTRIBLOCATIONPROC gl3wGetAttribLocation;
+PFNGLGETPROGRAMIVPROC gl3wGetProgramiv;
+PFNGLGETPROGRAMINFOLOGPROC gl3wGetProgramInfoLog;
+PFNGLGETSHADERIVPROC gl3wGetShaderiv;
+PFNGLGETSHADERINFOLOGPROC gl3wGetShaderInfoLog;
+PFNGLGETSHADERSOURCEPROC gl3wGetShaderSource;
+PFNGLGETUNIFORMLOCATIONPROC gl3wGetUniformLocation;
+PFNGLGETUNIFORMFVPROC gl3wGetUniformfv;
+PFNGLGETUNIFORMIVPROC gl3wGetUniformiv;
+PFNGLGETVERTEXATTRIBDVPROC gl3wGetVertexAttribdv;
+PFNGLGETVERTEXATTRIBFVPROC gl3wGetVertexAttribfv;
+PFNGLGETVERTEXATTRIBIVPROC gl3wGetVertexAttribiv;
+PFNGLGETVERTEXATTRIBPOINTERVPROC gl3wGetVertexAttribPointerv;
+PFNGLISPROGRAMPROC gl3wIsProgram;
+PFNGLISSHADERPROC gl3wIsShader;
+PFNGLLINKPROGRAMPROC gl3wLinkProgram;
+PFNGLSHADERSOURCEPROC gl3wShaderSource;
+PFNGLUSEPROGRAMPROC gl3wUseProgram;
+PFNGLUNIFORM1FPROC gl3wUniform1f;
+PFNGLUNIFORM2FPROC gl3wUniform2f;
+PFNGLUNIFORM3FPROC gl3wUniform3f;
+PFNGLUNIFORM4FPROC gl3wUniform4f;
+PFNGLUNIFORM1IPROC gl3wUniform1i;
+PFNGLUNIFORM2IPROC gl3wUniform2i;
+PFNGLUNIFORM3IPROC gl3wUniform3i;
+PFNGLUNIFORM4IPROC gl3wUniform4i;
+PFNGLUNIFORM1FVPROC gl3wUniform1fv;
+PFNGLUNIFORM2FVPROC gl3wUniform2fv;
+PFNGLUNIFORM3FVPROC gl3wUniform3fv;
+PFNGLUNIFORM4FVPROC gl3wUniform4fv;
+PFNGLUNIFORM1IVPROC gl3wUniform1iv;
+PFNGLUNIFORM2IVPROC gl3wUniform2iv;
+PFNGLUNIFORM3IVPROC gl3wUniform3iv;
+PFNGLUNIFORM4IVPROC gl3wUniform4iv;
+PFNGLUNIFORMMATRIX2FVPROC gl3wUniformMatrix2fv;
+PFNGLUNIFORMMATRIX3FVPROC gl3wUniformMatrix3fv;
+PFNGLUNIFORMMATRIX4FVPROC gl3wUniformMatrix4fv;
+PFNGLVALIDATEPROGRAMPROC gl3wValidateProgram;
+PFNGLVERTEXATTRIB1DPROC gl3wVertexAttrib1d;
+PFNGLVERTEXATTRIB1DVPROC gl3wVertexAttrib1dv;
+PFNGLVERTEXATTRIB1FPROC gl3wVertexAttrib1f;
+PFNGLVERTEXATTRIB1FVPROC gl3wVertexAttrib1fv;
+PFNGLVERTEXATTRIB1SPROC gl3wVertexAttrib1s;
+PFNGLVERTEXATTRIB1SVPROC gl3wVertexAttrib1sv;
+PFNGLVERTEXATTRIB2DPROC gl3wVertexAttrib2d;
+PFNGLVERTEXATTRIB2DVPROC gl3wVertexAttrib2dv;
+PFNGLVERTEXATTRIB2FPROC gl3wVertexAttrib2f;
+PFNGLVERTEXATTRIB2FVPROC gl3wVertexAttrib2fv;
+PFNGLVERTEXATTRIB2SPROC gl3wVertexAttrib2s;
+PFNGLVERTEXATTRIB2SVPROC gl3wVertexAttrib2sv;
+PFNGLVERTEXATTRIB3DPROC gl3wVertexAttrib3d;
+PFNGLVERTEXATTRIB3DVPROC gl3wVertexAttrib3dv;
+PFNGLVERTEXATTRIB3FPROC gl3wVertexAttrib3f;
+PFNGLVERTEXATTRIB3FVPROC gl3wVertexAttrib3fv;
+PFNGLVERTEXATTRIB3SPROC gl3wVertexAttrib3s;
+PFNGLVERTEXATTRIB3SVPROC gl3wVertexAttrib3sv;
+PFNGLVERTEXATTRIB4NBVPROC gl3wVertexAttrib4Nbv;
+PFNGLVERTEXATTRIB4NIVPROC gl3wVertexAttrib4Niv;
+PFNGLVERTEXATTRIB4NSVPROC gl3wVertexAttrib4Nsv;
+PFNGLVERTEXATTRIB4NUBPROC gl3wVertexAttrib4Nub;
+PFNGLVERTEXATTRIB4NUBVPROC gl3wVertexAttrib4Nubv;
+PFNGLVERTEXATTRIB4NUIVPROC gl3wVertexAttrib4Nuiv;
+PFNGLVERTEXATTRIB4NUSVPROC gl3wVertexAttrib4Nusv;
+PFNGLVERTEXATTRIB4BVPROC gl3wVertexAttrib4bv;
+PFNGLVERTEXATTRIB4DPROC gl3wVertexAttrib4d;
+PFNGLVERTEXATTRIB4DVPROC gl3wVertexAttrib4dv;
+PFNGLVERTEXATTRIB4FPROC gl3wVertexAttrib4f;
+PFNGLVERTEXATTRIB4FVPROC gl3wVertexAttrib4fv;
+PFNGLVERTEXATTRIB4IVPROC gl3wVertexAttrib4iv;
+PFNGLVERTEXATTRIB4SPROC gl3wVertexAttrib4s;
+PFNGLVERTEXATTRIB4SVPROC gl3wVertexAttrib4sv;
+PFNGLVERTEXATTRIB4UBVPROC gl3wVertexAttrib4ubv;
+PFNGLVERTEXATTRIB4UIVPROC gl3wVertexAttrib4uiv;
+PFNGLVERTEXATTRIB4USVPROC gl3wVertexAttrib4usv;
+PFNGLVERTEXATTRIBPOINTERPROC gl3wVertexAttribPointer;
+PFNGLUNIFORMMATRIX2X3FVPROC gl3wUniformMatrix2x3fv;
+PFNGLUNIFORMMATRIX3X2FVPROC gl3wUniformMatrix3x2fv;
+PFNGLUNIFORMMATRIX2X4FVPROC gl3wUniformMatrix2x4fv;
+PFNGLUNIFORMMATRIX4X2FVPROC gl3wUniformMatrix4x2fv;
+PFNGLUNIFORMMATRIX3X4FVPROC gl3wUniformMatrix3x4fv;
+PFNGLUNIFORMMATRIX4X3FVPROC gl3wUniformMatrix4x3fv;
+PFNGLCOLORMASKIPROC gl3wColorMaski;
+PFNGLGETBOOLEANI_VPROC gl3wGetBooleani_v;
+PFNGLGETINTEGERI_VPROC gl3wGetIntegeri_v;
+PFNGLENABLEIPROC gl3wEnablei;
+PFNGLDISABLEIPROC gl3wDisablei;
+PFNGLISENABLEDIPROC gl3wIsEnabledi;
+PFNGLBEGINTRANSFORMFEEDBACKPROC gl3wBeginTransformFeedback;
+PFNGLENDTRANSFORMFEEDBACKPROC gl3wEndTransformFeedback;
+PFNGLBINDBUFFERRANGEPROC gl3wBindBufferRange;
+PFNGLBINDBUFFERBASEPROC gl3wBindBufferBase;
+PFNGLTRANSFORMFEEDBACKVARYINGSPROC gl3wTransformFeedbackVaryings;
+PFNGLGETTRANSFORMFEEDBACKVARYINGPROC gl3wGetTransformFeedbackVarying;
+PFNGLCLAMPCOLORPROC gl3wClampColor;
+PFNGLBEGINCONDITIONALRENDERPROC gl3wBeginConditionalRender;
+PFNGLENDCONDITIONALRENDERPROC gl3wEndConditionalRender;
+PFNGLVERTEXATTRIBIPOINTERPROC gl3wVertexAttribIPointer;
+PFNGLGETVERTEXATTRIBIIVPROC gl3wGetVertexAttribIiv;
+PFNGLGETVERTEXATTRIBIUIVPROC gl3wGetVertexAttribIuiv;
+PFNGLVERTEXATTRIBI1IPROC gl3wVertexAttribI1i;
+PFNGLVERTEXATTRIBI2IPROC gl3wVertexAttribI2i;
+PFNGLVERTEXATTRIBI3IPROC gl3wVertexAttribI3i;
+PFNGLVERTEXATTRIBI4IPROC gl3wVertexAttribI4i;
+PFNGLVERTEXATTRIBI1UIPROC gl3wVertexAttribI1ui;
+PFNGLVERTEXATTRIBI2UIPROC gl3wVertexAttribI2ui;
+PFNGLVERTEXATTRIBI3UIPROC gl3wVertexAttribI3ui;
+PFNGLVERTEXATTRIBI4UIPROC gl3wVertexAttribI4ui;
+PFNGLVERTEXATTRIBI1IVPROC gl3wVertexAttribI1iv;
+PFNGLVERTEXATTRIBI2IVPROC gl3wVertexAttribI2iv;
+PFNGLVERTEXATTRIBI3IVPROC gl3wVertexAttribI3iv;
+PFNGLVERTEXATTRIBI4IVPROC gl3wVertexAttribI4iv;
+PFNGLVERTEXATTRIBI1UIVPROC gl3wVertexAttribI1uiv;
+PFNGLVERTEXATTRIBI2UIVPROC gl3wVertexAttribI2uiv;
+PFNGLVERTEXATTRIBI3UIVPROC gl3wVertexAttribI3uiv;
+PFNGLVERTEXATTRIBI4UIVPROC gl3wVertexAttribI4uiv;
+PFNGLVERTEXATTRIBI4BVPROC gl3wVertexAttribI4bv;
+PFNGLVERTEXATTRIBI4SVPROC gl3wVertexAttribI4sv;
+PFNGLVERTEXATTRIBI4UBVPROC gl3wVertexAttribI4ubv;
+PFNGLVERTEXATTRIBI4USVPROC gl3wVertexAttribI4usv;
+PFNGLGETUNIFORMUIVPROC gl3wGetUniformuiv;
+PFNGLBINDFRAGDATALOCATIONPROC gl3wBindFragDataLocation;
+PFNGLGETFRAGDATALOCATIONPROC gl3wGetFragDataLocation;
+PFNGLUNIFORM1UIPROC gl3wUniform1ui;
+PFNGLUNIFORM2UIPROC gl3wUniform2ui;
+PFNGLUNIFORM3UIPROC gl3wUniform3ui;
+PFNGLUNIFORM4UIPROC gl3wUniform4ui;
+PFNGLUNIFORM1UIVPROC gl3wUniform1uiv;
+PFNGLUNIFORM2UIVPROC gl3wUniform2uiv;
+PFNGLUNIFORM3UIVPROC gl3wUniform3uiv;
+PFNGLUNIFORM4UIVPROC gl3wUniform4uiv;
+PFNGLTEXPARAMETERIIVPROC gl3wTexParameterIiv;
+PFNGLTEXPARAMETERIUIVPROC gl3wTexParameterIuiv;
+PFNGLGETTEXPARAMETERIIVPROC gl3wGetTexParameterIiv;
+PFNGLGETTEXPARAMETERIUIVPROC gl3wGetTexParameterIuiv;
+PFNGLCLEARBUFFERIVPROC gl3wClearBufferiv;
+PFNGLCLEARBUFFERUIVPROC gl3wClearBufferuiv;
+PFNGLCLEARBUFFERFVPROC gl3wClearBufferfv;
+PFNGLCLEARBUFFERFIPROC gl3wClearBufferfi;
+PFNGLGETSTRINGIPROC gl3wGetStringi;
+PFNGLDRAWARRAYSINSTANCEDPROC gl3wDrawArraysInstanced;
+PFNGLDRAWELEMENTSINSTANCEDPROC gl3wDrawElementsInstanced;
+PFNGLTEXBUFFERPROC gl3wTexBuffer;
+PFNGLPRIMITIVERESTARTINDEXPROC gl3wPrimitiveRestartIndex;
+PFNGLGETINTEGER64I_VPROC gl3wGetInteger64i_v;
+PFNGLGETBUFFERPARAMETERI64VPROC gl3wGetBufferParameteri64v;
+PFNGLFRAMEBUFFERTEXTUREPROC gl3wFramebufferTexture;
+PFNGLVERTEXATTRIBDIVISORPROC gl3wVertexAttribDivisor;
+PFNGLMINSAMPLESHADINGPROC gl3wMinSampleShading;
+PFNGLBLENDEQUATIONIPROC gl3wBlendEquationi;
+PFNGLBLENDEQUATIONSEPARATEIPROC gl3wBlendEquationSeparatei;
+PFNGLBLENDFUNCIPROC gl3wBlendFunci;
+PFNGLBLENDFUNCSEPARATEIPROC gl3wBlendFuncSeparatei;
+PFNGLISRENDERBUFFERPROC gl3wIsRenderbuffer;
+PFNGLBINDRENDERBUFFERPROC gl3wBindRenderbuffer;
+PFNGLDELETERENDERBUFFERSPROC gl3wDeleteRenderbuffers;
+PFNGLGENRENDERBUFFERSPROC gl3wGenRenderbuffers;
+PFNGLRENDERBUFFERSTORAGEPROC gl3wRenderbufferStorage;
+PFNGLGETRENDERBUFFERPARAMETERIVPROC gl3wGetRenderbufferParameteriv;
+PFNGLISFRAMEBUFFERPROC gl3wIsFramebuffer;
+PFNGLBINDFRAMEBUFFERPROC gl3wBindFramebuffer;
+PFNGLDELETEFRAMEBUFFERSPROC gl3wDeleteFramebuffers;
+PFNGLGENFRAMEBUFFERSPROC gl3wGenFramebuffers;
+PFNGLCHECKFRAMEBUFFERSTATUSPROC gl3wCheckFramebufferStatus;
+PFNGLFRAMEBUFFERTEXTURE1DPROC gl3wFramebufferTexture1D;
+PFNGLFRAMEBUFFERTEXTURE2DPROC gl3wFramebufferTexture2D;
+PFNGLFRAMEBUFFERTEXTURE3DPROC gl3wFramebufferTexture3D;
+PFNGLFRAMEBUFFERRENDERBUFFERPROC gl3wFramebufferRenderbuffer;
+PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC gl3wGetFramebufferAttachmentParameteriv;
+PFNGLGENERATEMIPMAPPROC gl3wGenerateMipmap;
+PFNGLBLITFRAMEBUFFERPROC gl3wBlitFramebuffer;
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC gl3wRenderbufferStorageMultisample;
+PFNGLFRAMEBUFFERTEXTURELAYERPROC gl3wFramebufferTextureLayer;
+PFNGLMAPBUFFERRANGEPROC gl3wMapBufferRange;
+PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl3wFlushMappedBufferRange;
+PFNGLBINDVERTEXARRAYPROC gl3wBindVertexArray;
+PFNGLDELETEVERTEXARRAYSPROC gl3wDeleteVertexArrays;
+PFNGLGENVERTEXARRAYSPROC gl3wGenVertexArrays;
+PFNGLISVERTEXARRAYPROC gl3wIsVertexArray;
+PFNGLGETUNIFORMINDICESPROC gl3wGetUniformIndices;
+PFNGLGETACTIVEUNIFORMSIVPROC gl3wGetActiveUniformsiv;
+PFNGLGETACTIVEUNIFORMNAMEPROC gl3wGetActiveUniformName;
+PFNGLGETUNIFORMBLOCKINDEXPROC gl3wGetUniformBlockIndex;
+PFNGLGETACTIVEUNIFORMBLOCKIVPROC gl3wGetActiveUniformBlockiv;
+PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC gl3wGetActiveUniformBlockName;
+PFNGLUNIFORMBLOCKBINDINGPROC gl3wUniformBlockBinding;
+PFNGLCOPYBUFFERSUBDATAPROC gl3wCopyBufferSubData;
+PFNGLDRAWELEMENTSBASEVERTEXPROC gl3wDrawElementsBaseVertex;
+PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC gl3wDrawRangeElementsBaseVertex;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC gl3wDrawElementsInstancedBaseVertex;
+PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC gl3wMultiDrawElementsBaseVertex;
+PFNGLPROVOKINGVERTEXPROC gl3wProvokingVertex;
+PFNGLFENCESYNCPROC gl3wFenceSync;
+PFNGLISSYNCPROC gl3wIsSync;
+PFNGLDELETESYNCPROC gl3wDeleteSync;
+PFNGLCLIENTWAITSYNCPROC gl3wClientWaitSync;
+PFNGLWAITSYNCPROC gl3wWaitSync;
+PFNGLGETINTEGER64VPROC gl3wGetInteger64v;
+PFNGLGETSYNCIVPROC gl3wGetSynciv;
+PFNGLTEXIMAGE2DMULTISAMPLEPROC gl3wTexImage2DMultisample;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC gl3wTexImage3DMultisample;
+PFNGLGETMULTISAMPLEFVPROC gl3wGetMultisamplefv;
+PFNGLSAMPLEMASKIPROC gl3wSampleMaski;
+PFNGLBLENDEQUATIONIARBPROC gl3wBlendEquationiARB;
+PFNGLBLENDEQUATIONSEPARATEIARBPROC gl3wBlendEquationSeparateiARB;
+PFNGLBLENDFUNCIARBPROC gl3wBlendFunciARB;
+PFNGLBLENDFUNCSEPARATEIARBPROC gl3wBlendFuncSeparateiARB;
+PFNGLMINSAMPLESHADINGARBPROC gl3wMinSampleShadingARB;
+PFNGLNAMEDSTRINGARBPROC gl3wNamedStringARB;
+PFNGLDELETENAMEDSTRINGARBPROC gl3wDeleteNamedStringARB;
+PFNGLCOMPILESHADERINCLUDEARBPROC gl3wCompileShaderIncludeARB;
+PFNGLISNAMEDSTRINGARBPROC gl3wIsNamedStringARB;
+PFNGLGETNAMEDSTRINGARBPROC gl3wGetNamedStringARB;
+PFNGLGETNAMEDSTRINGIVARBPROC gl3wGetNamedStringivARB;
+PFNGLBINDFRAGDATALOCATIONINDEXEDPROC gl3wBindFragDataLocationIndexed;
+PFNGLGETFRAGDATAINDEXPROC gl3wGetFragDataIndex;
+PFNGLGENSAMPLERSPROC gl3wGenSamplers;
+PFNGLDELETESAMPLERSPROC gl3wDeleteSamplers;
+PFNGLISSAMPLERPROC gl3wIsSampler;
+PFNGLBINDSAMPLERPROC gl3wBindSampler;
+PFNGLSAMPLERPARAMETERIPROC gl3wSamplerParameteri;
+PFNGLSAMPLERPARAMETERIVPROC gl3wSamplerParameteriv;
+PFNGLSAMPLERPARAMETERFPROC gl3wSamplerParameterf;
+PFNGLSAMPLERPARAMETERFVPROC gl3wSamplerParameterfv;
+PFNGLSAMPLERPARAMETERIIVPROC gl3wSamplerParameterIiv;
+PFNGLSAMPLERPARAMETERIUIVPROC gl3wSamplerParameterIuiv;
+PFNGLGETSAMPLERPARAMETERIVPROC gl3wGetSamplerParameteriv;
+PFNGLGETSAMPLERPARAMETERIIVPROC gl3wGetSamplerParameterIiv;
+PFNGLGETSAMPLERPARAMETERFVPROC gl3wGetSamplerParameterfv;
+PFNGLGETSAMPLERPARAMETERIUIVPROC gl3wGetSamplerParameterIuiv;
+PFNGLQUERYCOUNTERPROC gl3wQueryCounter;
+PFNGLGETQUERYOBJECTI64VPROC gl3wGetQueryObjecti64v;
+PFNGLGETQUERYOBJECTUI64VPROC gl3wGetQueryObjectui64v;
+PFNGLVERTEXP2UIPROC gl3wVertexP2ui;
+PFNGLVERTEXP2UIVPROC gl3wVertexP2uiv;
+PFNGLVERTEXP3UIPROC gl3wVertexP3ui;
+PFNGLVERTEXP3UIVPROC gl3wVertexP3uiv;
+PFNGLVERTEXP4UIPROC gl3wVertexP4ui;
+PFNGLVERTEXP4UIVPROC gl3wVertexP4uiv;
+PFNGLTEXCOORDP1UIPROC gl3wTexCoordP1ui;
+PFNGLTEXCOORDP1UIVPROC gl3wTexCoordP1uiv;
+PFNGLTEXCOORDP2UIPROC gl3wTexCoordP2ui;
+PFNGLTEXCOORDP2UIVPROC gl3wTexCoordP2uiv;
+PFNGLTEXCOORDP3UIPROC gl3wTexCoordP3ui;
+PFNGLTEXCOORDP3UIVPROC gl3wTexCoordP3uiv;
+PFNGLTEXCOORDP4UIPROC gl3wTexCoordP4ui;
+PFNGLTEXCOORDP4UIVPROC gl3wTexCoordP4uiv;
+PFNGLMULTITEXCOORDP1UIPROC gl3wMultiTexCoordP1ui;
+PFNGLMULTITEXCOORDP1UIVPROC gl3wMultiTexCoordP1uiv;
+PFNGLMULTITEXCOORDP2UIPROC gl3wMultiTexCoordP2ui;
+PFNGLMULTITEXCOORDP2UIVPROC gl3wMultiTexCoordP2uiv;
+PFNGLMULTITEXCOORDP3UIPROC gl3wMultiTexCoordP3ui;
+PFNGLMULTITEXCOORDP3UIVPROC gl3wMultiTexCoordP3uiv;
+PFNGLMULTITEXCOORDP4UIPROC gl3wMultiTexCoordP4ui;
+PFNGLMULTITEXCOORDP4UIVPROC gl3wMultiTexCoordP4uiv;
+PFNGLNORMALP3UIPROC gl3wNormalP3ui;
+PFNGLNORMALP3UIVPROC gl3wNormalP3uiv;
+PFNGLCOLORP3UIPROC gl3wColorP3ui;
+PFNGLCOLORP3UIVPROC gl3wColorP3uiv;
+PFNGLCOLORP4UIPROC gl3wColorP4ui;
+PFNGLCOLORP4UIVPROC gl3wColorP4uiv;
+PFNGLSECONDARYCOLORP3UIPROC gl3wSecondaryColorP3ui;
+PFNGLSECONDARYCOLORP3UIVPROC gl3wSecondaryColorP3uiv;
+PFNGLVERTEXATTRIBP1UIPROC gl3wVertexAttribP1ui;
+PFNGLVERTEXATTRIBP1UIVPROC gl3wVertexAttribP1uiv;
+PFNGLVERTEXATTRIBP2UIPROC gl3wVertexAttribP2ui;
+PFNGLVERTEXATTRIBP2UIVPROC gl3wVertexAttribP2uiv;
+PFNGLVERTEXATTRIBP3UIPROC gl3wVertexAttribP3ui;
+PFNGLVERTEXATTRIBP3UIVPROC gl3wVertexAttribP3uiv;
+PFNGLVERTEXATTRIBP4UIPROC gl3wVertexAttribP4ui;
+PFNGLVERTEXATTRIBP4UIVPROC gl3wVertexAttribP4uiv;
+PFNGLDRAWARRAYSINDIRECTPROC gl3wDrawArraysIndirect;
+PFNGLDRAWELEMENTSINDIRECTPROC gl3wDrawElementsIndirect;
+PFNGLUNIFORM1DPROC gl3wUniform1d;
+PFNGLUNIFORM2DPROC gl3wUniform2d;
+PFNGLUNIFORM3DPROC gl3wUniform3d;
+PFNGLUNIFORM4DPROC gl3wUniform4d;
+PFNGLUNIFORM1DVPROC gl3wUniform1dv;
+PFNGLUNIFORM2DVPROC gl3wUniform2dv;
+PFNGLUNIFORM3DVPROC gl3wUniform3dv;
+PFNGLUNIFORM4DVPROC gl3wUniform4dv;
+PFNGLUNIFORMMATRIX2DVPROC gl3wUniformMatrix2dv;
+PFNGLUNIFORMMATRIX3DVPROC gl3wUniformMatrix3dv;
+PFNGLUNIFORMMATRIX4DVPROC gl3wUniformMatrix4dv;
+PFNGLUNIFORMMATRIX2X3DVPROC gl3wUniformMatrix2x3dv;
+PFNGLUNIFORMMATRIX2X4DVPROC gl3wUniformMatrix2x4dv;
+PFNGLUNIFORMMATRIX3X2DVPROC gl3wUniformMatrix3x2dv;
+PFNGLUNIFORMMATRIX3X4DVPROC gl3wUniformMatrix3x4dv;
+PFNGLUNIFORMMATRIX4X2DVPROC gl3wUniformMatrix4x2dv;
+PFNGLUNIFORMMATRIX4X3DVPROC gl3wUniformMatrix4x3dv;
+PFNGLGETUNIFORMDVPROC gl3wGetUniformdv;
+PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC gl3wGetSubroutineUniformLocation;
+PFNGLGETSUBROUTINEINDEXPROC gl3wGetSubroutineIndex;
+PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC gl3wGetActiveSubroutineUniformiv;
+PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC gl3wGetActiveSubroutineUniformName;
+PFNGLGETACTIVESUBROUTINENAMEPROC gl3wGetActiveSubroutineName;
+PFNGLUNIFORMSUBROUTINESUIVPROC gl3wUniformSubroutinesuiv;
+PFNGLGETUNIFORMSUBROUTINEUIVPROC gl3wGetUniformSubroutineuiv;
+PFNGLGETPROGRAMSTAGEIVPROC gl3wGetProgramStageiv;
+PFNGLPATCHPARAMETERIPROC gl3wPatchParameteri;
+PFNGLPATCHPARAMETERFVPROC gl3wPatchParameterfv;
+PFNGLBINDTRANSFORMFEEDBACKPROC gl3wBindTransformFeedback;
+PFNGLDELETETRANSFORMFEEDBACKSPROC gl3wDeleteTransformFeedbacks;
+PFNGLGENTRANSFORMFEEDBACKSPROC gl3wGenTransformFeedbacks;
+PFNGLISTRANSFORMFEEDBACKPROC gl3wIsTransformFeedback;
+PFNGLPAUSETRANSFORMFEEDBACKPROC gl3wPauseTransformFeedback;
+PFNGLRESUMETRANSFORMFEEDBACKPROC gl3wResumeTransformFeedback;
+PFNGLDRAWTRANSFORMFEEDBACKPROC gl3wDrawTransformFeedback;
+PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC gl3wDrawTransformFeedbackStream;
+PFNGLBEGINQUERYINDEXEDPROC gl3wBeginQueryIndexed;
+PFNGLENDQUERYINDEXEDPROC gl3wEndQueryIndexed;
+PFNGLGETQUERYINDEXEDIVPROC gl3wGetQueryIndexediv;
+PFNGLRELEASESHADERCOMPILERPROC gl3wReleaseShaderCompiler;
+PFNGLSHADERBINARYPROC gl3wShaderBinary;
+PFNGLGETSHADERPRECISIONFORMATPROC gl3wGetShaderPrecisionFormat;
+PFNGLDEPTHRANGEFPROC gl3wDepthRangef;
+PFNGLCLEARDEPTHFPROC gl3wClearDepthf;
+PFNGLGETPROGRAMBINARYPROC gl3wGetProgramBinary;
+PFNGLPROGRAMBINARYPROC gl3wProgramBinary;
+PFNGLPROGRAMPARAMETERIPROC gl3wProgramParameteri;
+PFNGLUSEPROGRAMSTAGESPROC gl3wUseProgramStages;
+PFNGLACTIVESHADERPROGRAMPROC gl3wActiveShaderProgram;
+PFNGLCREATESHADERPROGRAMVPROC gl3wCreateShaderProgramv;
+PFNGLBINDPROGRAMPIPELINEPROC gl3wBindProgramPipeline;
+PFNGLDELETEPROGRAMPIPELINESPROC gl3wDeleteProgramPipelines;
+PFNGLGENPROGRAMPIPELINESPROC gl3wGenProgramPipelines;
+PFNGLISPROGRAMPIPELINEPROC gl3wIsProgramPipeline;
+PFNGLGETPROGRAMPIPELINEIVPROC gl3wGetProgramPipelineiv;
+PFNGLPROGRAMUNIFORM1IPROC gl3wProgramUniform1i;
+PFNGLPROGRAMUNIFORM1IVPROC gl3wProgramUniform1iv;
+PFNGLPROGRAMUNIFORM1FPROC gl3wProgramUniform1f;
+PFNGLPROGRAMUNIFORM1FVPROC gl3wProgramUniform1fv;
+PFNGLPROGRAMUNIFORM1DPROC gl3wProgramUniform1d;
+PFNGLPROGRAMUNIFORM1DVPROC gl3wProgramUniform1dv;
+PFNGLPROGRAMUNIFORM1UIPROC gl3wProgramUniform1ui;
+PFNGLPROGRAMUNIFORM1UIVPROC gl3wProgramUniform1uiv;
+PFNGLPROGRAMUNIFORM2IPROC gl3wProgramUniform2i;
+PFNGLPROGRAMUNIFORM2IVPROC gl3wProgramUniform2iv;
+PFNGLPROGRAMUNIFORM2FPROC gl3wProgramUniform2f;
+PFNGLPROGRAMUNIFORM2FVPROC gl3wProgramUniform2fv;
+PFNGLPROGRAMUNIFORM2DPROC gl3wProgramUniform2d;
+PFNGLPROGRAMUNIFORM2DVPROC gl3wProgramUniform2dv;
+PFNGLPROGRAMUNIFORM2UIPROC gl3wProgramUniform2ui;
+PFNGLPROGRAMUNIFORM2UIVPROC gl3wProgramUniform2uiv;
+PFNGLPROGRAMUNIFORM3IPROC gl3wProgramUniform3i;
+PFNGLPROGRAMUNIFORM3IVPROC gl3wProgramUniform3iv;
+PFNGLPROGRAMUNIFORM3FPROC gl3wProgramUniform3f;
+PFNGLPROGRAMUNIFORM3FVPROC gl3wProgramUniform3fv;
+PFNGLPROGRAMUNIFORM3DPROC gl3wProgramUniform3d;
+PFNGLPROGRAMUNIFORM3DVPROC gl3wProgramUniform3dv;
+PFNGLPROGRAMUNIFORM3UIPROC gl3wProgramUniform3ui;
+PFNGLPROGRAMUNIFORM3UIVPROC gl3wProgramUniform3uiv;
+PFNGLPROGRAMUNIFORM4IPROC gl3wProgramUniform4i;
+PFNGLPROGRAMUNIFORM4IVPROC gl3wProgramUniform4iv;
+PFNGLPROGRAMUNIFORM4FPROC gl3wProgramUniform4f;
+PFNGLPROGRAMUNIFORM4FVPROC gl3wProgramUniform4fv;
+PFNGLPROGRAMUNIFORM4DPROC gl3wProgramUniform4d;
+PFNGLPROGRAMUNIFORM4DVPROC gl3wProgramUniform4dv;
+PFNGLPROGRAMUNIFORM4UIPROC gl3wProgramUniform4ui;
+PFNGLPROGRAMUNIFORM4UIVPROC gl3wProgramUniform4uiv;
+PFNGLPROGRAMUNIFORMMATRIX2FVPROC gl3wProgramUniformMatrix2fv;
+PFNGLPROGRAMUNIFORMMATRIX3FVPROC gl3wProgramUniformMatrix3fv;
+PFNGLPROGRAMUNIFORMMATRIX4FVPROC gl3wProgramUniformMatrix4fv;
+PFNGLPROGRAMUNIFORMMATRIX2DVPROC gl3wProgramUniformMatrix2dv;
+PFNGLPROGRAMUNIFORMMATRIX3DVPROC gl3wProgramUniformMatrix3dv;
+PFNGLPROGRAMUNIFORMMATRIX4DVPROC gl3wProgramUniformMatrix4dv;
+PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC gl3wProgramUniformMatrix2x3fv;
+PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC gl3wProgramUniformMatrix3x2fv;
+PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC gl3wProgramUniformMatrix2x4fv;
+PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC gl3wProgramUniformMatrix4x2fv;
+PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC gl3wProgramUniformMatrix3x4fv;
+PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC gl3wProgramUniformMatrix4x3fv;
+PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC gl3wProgramUniformMatrix2x3dv;
+PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC gl3wProgramUniformMatrix3x2dv;
+PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC gl3wProgramUniformMatrix2x4dv;
+PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC gl3wProgramUniformMatrix4x2dv;
+PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC gl3wProgramUniformMatrix3x4dv;
+PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC gl3wProgramUniformMatrix4x3dv;
+PFNGLVALIDATEPROGRAMPIPELINEPROC gl3wValidateProgramPipeline;
+PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl3wGetProgramPipelineInfoLog;
+PFNGLVERTEXATTRIBL1DPROC gl3wVertexAttribL1d;
+PFNGLVERTEXATTRIBL2DPROC gl3wVertexAttribL2d;
+PFNGLVERTEXATTRIBL3DPROC gl3wVertexAttribL3d;
+PFNGLVERTEXATTRIBL4DPROC gl3wVertexAttribL4d;
+PFNGLVERTEXATTRIBL1DVPROC gl3wVertexAttribL1dv;
+PFNGLVERTEXATTRIBL2DVPROC gl3wVertexAttribL2dv;
+PFNGLVERTEXATTRIBL3DVPROC gl3wVertexAttribL3dv;
+PFNGLVERTEXATTRIBL4DVPROC gl3wVertexAttribL4dv;
+PFNGLVERTEXATTRIBLPOINTERPROC gl3wVertexAttribLPointer;
+PFNGLGETVERTEXATTRIBLDVPROC gl3wGetVertexAttribLdv;
+PFNGLVIEWPORTARRAYVPROC gl3wViewportArrayv;
+PFNGLVIEWPORTINDEXEDFPROC gl3wViewportIndexedf;
+PFNGLVIEWPORTINDEXEDFVPROC gl3wViewportIndexedfv;
+PFNGLSCISSORARRAYVPROC gl3wScissorArrayv;
+PFNGLSCISSORINDEXEDPROC gl3wScissorIndexed;
+PFNGLSCISSORINDEXEDVPROC gl3wScissorIndexedv;
+PFNGLDEPTHRANGEARRAYVPROC gl3wDepthRangeArrayv;
+PFNGLDEPTHRANGEINDEXEDPROC gl3wDepthRangeIndexed;
+PFNGLGETFLOATI_VPROC gl3wGetFloati_v;
+PFNGLGETDOUBLEI_VPROC gl3wGetDoublei_v;
+PFNGLCREATESYNCFROMCLEVENTARBPROC gl3wCreateSyncFromCLeventARB;
+PFNGLDEBUGMESSAGECONTROLARBPROC gl3wDebugMessageControlARB;
+PFNGLDEBUGMESSAGEINSERTARBPROC gl3wDebugMessageInsertARB;
+PFNGLDEBUGMESSAGECALLBACKARBPROC gl3wDebugMessageCallbackARB;
+PFNGLGETDEBUGMESSAGELOGARBPROC gl3wGetDebugMessageLogARB;
+PFNGLGETGRAPHICSRESETSTATUSARBPROC gl3wGetGraphicsResetStatusARB;
+PFNGLGETNTEXIMAGEARBPROC gl3wGetnTexImageARB;
+PFNGLREADNPIXELSARBPROC gl3wReadnPixelsARB;
+PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC gl3wGetnCompressedTexImageARB;
+PFNGLGETNUNIFORMFVARBPROC gl3wGetnUniformfvARB;
+PFNGLGETNUNIFORMIVARBPROC gl3wGetnUniformivARB;
+PFNGLGETNUNIFORMUIVARBPROC gl3wGetnUniformuivARB;
+PFNGLGETNUNIFORMDVARBPROC gl3wGetnUniformdvARB;
+PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC gl3wDrawArraysInstancedBaseInstance;
+PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC gl3wDrawElementsInstancedBaseInstance;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC gl3wDrawElementsInstancedBaseVertexBaseInstance;
+PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC gl3wDrawTransformFeedbackInstanced;
+PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC gl3wDrawTransformFeedbackStreamInstanced;
+PFNGLGETINTERNALFORMATIVPROC gl3wGetInternalformativ;
+PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC gl3wGetActiveAtomicCounterBufferiv;
+PFNGLBINDIMAGETEXTUREPROC gl3wBindImageTexture;
+PFNGLMEMORYBARRIERPROC gl3wMemoryBarrier;
+PFNGLTEXSTORAGE1DPROC gl3wTexStorage1D;
+PFNGLTEXSTORAGE2DPROC gl3wTexStorage2D;
+PFNGLTEXSTORAGE3DPROC gl3wTexStorage3D;
+PFNGLTEXTURESTORAGE1DEXTPROC gl3wTextureStorage1DEXT;
+PFNGLTEXTURESTORAGE2DEXTPROC gl3wTextureStorage2DEXT;
+PFNGLTEXTURESTORAGE3DEXTPROC gl3wTextureStorage3DEXT;
+PFNGLDEBUGMESSAGECONTROLPROC gl3wDebugMessageControl;
+PFNGLDEBUGMESSAGEINSERTPROC gl3wDebugMessageInsert;
+PFNGLDEBUGMESSAGECALLBACKPROC gl3wDebugMessageCallback;
+PFNGLGETDEBUGMESSAGELOGPROC gl3wGetDebugMessageLog;
+PFNGLPUSHDEBUGGROUPPROC gl3wPushDebugGroup;
+PFNGLPOPDEBUGGROUPPROC gl3wPopDebugGroup;
+PFNGLOBJECTLABELPROC gl3wObjectLabel;
+PFNGLGETOBJECTLABELPROC gl3wGetObjectLabel;
+PFNGLOBJECTPTRLABELPROC gl3wObjectPtrLabel;
+PFNGLGETOBJECTPTRLABELPROC gl3wGetObjectPtrLabel;
+PFNGLCLEARBUFFERDATAPROC gl3wClearBufferData;
+PFNGLCLEARBUFFERSUBDATAPROC gl3wClearBufferSubData;
+PFNGLCLEARNAMEDBUFFERDATAEXTPROC gl3wClearNamedBufferDataEXT;
+PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC gl3wClearNamedBufferSubDataEXT;
+PFNGLDISPATCHCOMPUTEPROC gl3wDispatchCompute;
+PFNGLDISPATCHCOMPUTEINDIRECTPROC gl3wDispatchComputeIndirect;
+PFNGLCOPYIMAGESUBDATAPROC gl3wCopyImageSubData;
+PFNGLTEXTUREVIEWPROC gl3wTextureView;
+PFNGLBINDVERTEXBUFFERPROC gl3wBindVertexBuffer;
+PFNGLVERTEXATTRIBFORMATPROC gl3wVertexAttribFormat;
+PFNGLVERTEXATTRIBIFORMATPROC gl3wVertexAttribIFormat;
+PFNGLVERTEXATTRIBLFORMATPROC gl3wVertexAttribLFormat;
+PFNGLVERTEXATTRIBBINDINGPROC gl3wVertexAttribBinding;
+PFNGLVERTEXBINDINGDIVISORPROC gl3wVertexBindingDivisor;
+PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC gl3wVertexArrayBindVertexBufferEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC gl3wVertexArrayVertexAttribFormatEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC gl3wVertexArrayVertexAttribIFormatEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC gl3wVertexArrayVertexAttribLFormatEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC gl3wVertexArrayVertexAttribBindingEXT;
+PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC gl3wVertexArrayVertexBindingDivisorEXT;
+PFNGLFRAMEBUFFERPARAMETERIPROC gl3wFramebufferParameteri;
+PFNGLGETFRAMEBUFFERPARAMETERIVPROC gl3wGetFramebufferParameteriv;
+PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC gl3wNamedFramebufferParameteriEXT;
+PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC gl3wGetNamedFramebufferParameterivEXT;
+PFNGLGETINTERNALFORMATI64VPROC gl3wGetInternalformati64v;
+PFNGLINVALIDATETEXSUBIMAGEPROC gl3wInvalidateTexSubImage;
+PFNGLINVALIDATETEXIMAGEPROC gl3wInvalidateTexImage;
+PFNGLINVALIDATEBUFFERSUBDATAPROC gl3wInvalidateBufferSubData;
+PFNGLINVALIDATEBUFFERDATAPROC gl3wInvalidateBufferData;
+PFNGLINVALIDATEFRAMEBUFFERPROC gl3wInvalidateFramebuffer;
+PFNGLINVALIDATESUBFRAMEBUFFERPROC gl3wInvalidateSubFramebuffer;
+PFNGLMULTIDRAWARRAYSINDIRECTPROC gl3wMultiDrawArraysIndirect;
+PFNGLMULTIDRAWELEMENTSINDIRECTPROC gl3wMultiDrawElementsIndirect;
+PFNGLGETPROGRAMINTERFACEIVPROC gl3wGetProgramInterfaceiv;
+PFNGLGETPROGRAMRESOURCEINDEXPROC gl3wGetProgramResourceIndex;
+PFNGLGETPROGRAMRESOURCENAMEPROC gl3wGetProgramResourceName;
+PFNGLGETPROGRAMRESOURCEIVPROC gl3wGetProgramResourceiv;
+PFNGLGETPROGRAMRESOURCELOCATIONPROC gl3wGetProgramResourceLocation;
+PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC gl3wGetProgramResourceLocationIndex;
+PFNGLSHADERSTORAGEBLOCKBINDINGPROC gl3wShaderStorageBlockBinding;
+PFNGLTEXBUFFERRANGEPROC gl3wTexBufferRange;
+PFNGLTEXTUREBUFFERRANGEEXTPROC gl3wTextureBufferRangeEXT;
+PFNGLTEXSTORAGE2DMULTISAMPLEPROC gl3wTexStorage2DMultisample;
+PFNGLTEXSTORAGE3DMULTISAMPLEPROC gl3wTexStorage3DMultisample;
+PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC gl3wTextureStorage2DMultisampleEXT;
+PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC gl3wTextureStorage3DMultisampleEXT;
+
+static void load_procs(void)
+{
+	gl3wCullFace = (PFNGLCULLFACEPROC) get_proc("glCullFace");
+	gl3wFrontFace = (PFNGLFRONTFACEPROC) get_proc("glFrontFace");
+	gl3wHint = (PFNGLHINTPROC) get_proc("glHint");
+	gl3wLineWidth = (PFNGLLINEWIDTHPROC) get_proc("glLineWidth");
+	gl3wPointSize = (PFNGLPOINTSIZEPROC) get_proc("glPointSize");
+	gl3wPolygonMode = (PFNGLPOLYGONMODEPROC) get_proc("glPolygonMode");
+	gl3wScissor = (PFNGLSCISSORPROC) get_proc("glScissor");
+	gl3wTexParameterf = (PFNGLTEXPARAMETERFPROC) get_proc("glTexParameterf");
+	gl3wTexParameterfv = (PFNGLTEXPARAMETERFVPROC) get_proc("glTexParameterfv");
+	gl3wTexParameteri = (PFNGLTEXPARAMETERIPROC) get_proc("glTexParameteri");
+	gl3wTexParameteriv = (PFNGLTEXPARAMETERIVPROC) get_proc("glTexParameteriv");
+	gl3wTexImage1D = (PFNGLTEXIMAGE1DPROC) get_proc("glTexImage1D");
+	gl3wTexImage2D = (PFNGLTEXIMAGE2DPROC) get_proc("glTexImage2D");
+	gl3wDrawBuffer = (PFNGLDRAWBUFFERPROC) get_proc("glDrawBuffer");
+	gl3wClear = (PFNGLCLEARPROC) get_proc("glClear");
+	gl3wClearColor = (PFNGLCLEARCOLORPROC) get_proc("glClearColor");
+	gl3wClearStencil = (PFNGLCLEARSTENCILPROC) get_proc("glClearStencil");
+	gl3wClearDepth = (PFNGLCLEARDEPTHPROC) get_proc("glClearDepth");
+	gl3wStencilMask = (PFNGLSTENCILMASKPROC) get_proc("glStencilMask");
+	gl3wColorMask = (PFNGLCOLORMASKPROC) get_proc("glColorMask");
+	gl3wDepthMask = (PFNGLDEPTHMASKPROC) get_proc("glDepthMask");
+	gl3wDisable = (PFNGLDISABLEPROC) get_proc("glDisable");
+	gl3wEnable = (PFNGLENABLEPROC) get_proc("glEnable");
+	gl3wFinish = (PFNGLFINISHPROC) get_proc("glFinish");
+	gl3wFlush = (PFNGLFLUSHPROC) get_proc("glFlush");
+	gl3wBlendFunc = (PFNGLBLENDFUNCPROC) get_proc("glBlendFunc");
+	gl3wLogicOp = (PFNGLLOGICOPPROC) get_proc("glLogicOp");
+	gl3wStencilFunc = (PFNGLSTENCILFUNCPROC) get_proc("glStencilFunc");
+	gl3wStencilOp = (PFNGLSTENCILOPPROC) get_proc("glStencilOp");
+	gl3wDepthFunc = (PFNGLDEPTHFUNCPROC) get_proc("glDepthFunc");
+	gl3wPixelStoref = (PFNGLPIXELSTOREFPROC) get_proc("glPixelStoref");
+	gl3wPixelStorei = (PFNGLPIXELSTOREIPROC) get_proc("glPixelStorei");
+	gl3wReadBuffer = (PFNGLREADBUFFERPROC) get_proc("glReadBuffer");
+	gl3wReadPixels = (PFNGLREADPIXELSPROC) get_proc("glReadPixels");
+	gl3wGetBooleanv = (PFNGLGETBOOLEANVPROC) get_proc("glGetBooleanv");
+	gl3wGetDoublev = (PFNGLGETDOUBLEVPROC) get_proc("glGetDoublev");
+	gl3wGetError = (PFNGLGETERRORPROC) get_proc("glGetError");
+	gl3wGetFloatv = (PFNGLGETFLOATVPROC) get_proc("glGetFloatv");
+	gl3wGetIntegerv = (PFNGLGETINTEGERVPROC) get_proc("glGetIntegerv");
+	gl3wGetString = (PFNGLGETSTRINGPROC) get_proc("glGetString");
+	gl3wGetTexImage = (PFNGLGETTEXIMAGEPROC) get_proc("glGetTexImage");
+	gl3wGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) get_proc("glGetTexParameterfv");
+	gl3wGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) get_proc("glGetTexParameteriv");
+	gl3wGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) get_proc("glGetTexLevelParameterfv");
+	gl3wGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) get_proc("glGetTexLevelParameteriv");
+	gl3wIsEnabled = (PFNGLISENABLEDPROC) get_proc("glIsEnabled");
+	gl3wDepthRange = (PFNGLDEPTHRANGEPROC) get_proc("glDepthRange");
+	gl3wViewport = (PFNGLVIEWPORTPROC) get_proc("glViewport");
+	gl3wDrawArrays = (PFNGLDRAWARRAYSPROC) get_proc("glDrawArrays");
+	gl3wDrawElements = (PFNGLDRAWELEMENTSPROC) get_proc("glDrawElements");
+	gl3wGetPointerv = (PFNGLGETPOINTERVPROC) get_proc("glGetPointerv");
+	gl3wPolygonOffset = (PFNGLPOLYGONOFFSETPROC) get_proc("glPolygonOffset");
+	gl3wCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) get_proc("glCopyTexImage1D");
+	gl3wCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) get_proc("glCopyTexImage2D");
+	gl3wCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) get_proc("glCopyTexSubImage1D");
+	gl3wCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) get_proc("glCopyTexSubImage2D");
+	gl3wTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) get_proc("glTexSubImage1D");
+	gl3wTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) get_proc("glTexSubImage2D");
+	gl3wBindTexture = (PFNGLBINDTEXTUREPROC) get_proc("glBindTexture");
+	gl3wDeleteTextures = (PFNGLDELETETEXTURESPROC) get_proc("glDeleteTextures");
+	gl3wGenTextures = (PFNGLGENTEXTURESPROC) get_proc("glGenTextures");
+	gl3wIsTexture = (PFNGLISTEXTUREPROC) get_proc("glIsTexture");
+	gl3wBlendColor = (PFNGLBLENDCOLORPROC) get_proc("glBlendColor");
+	gl3wBlendEquation = (PFNGLBLENDEQUATIONPROC) get_proc("glBlendEquation");
+	gl3wDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) get_proc("glDrawRangeElements");
+	gl3wTexImage3D = (PFNGLTEXIMAGE3DPROC) get_proc("glTexImage3D");
+	gl3wTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) get_proc("glTexSubImage3D");
+	gl3wCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) get_proc("glCopyTexSubImage3D");
+	gl3wActiveTexture = (PFNGLACTIVETEXTUREPROC) get_proc("glActiveTexture");
+	gl3wSampleCoverage = (PFNGLSAMPLECOVERAGEPROC) get_proc("glSampleCoverage");
+	gl3wCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) get_proc("glCompressedTexImage3D");
+	gl3wCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) get_proc("glCompressedTexImage2D");
+	gl3wCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) get_proc("glCompressedTexImage1D");
+	gl3wCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) get_proc("glCompressedTexSubImage3D");
+	gl3wCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) get_proc("glCompressedTexSubImage2D");
+	gl3wCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) get_proc("glCompressedTexSubImage1D");
+	gl3wGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) get_proc("glGetCompressedTexImage");
+	gl3wBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) get_proc("glBlendFuncSeparate");
+	gl3wMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC) get_proc("glMultiDrawArrays");
+	gl3wMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC) get_proc("glMultiDrawElements");
+	gl3wPointParameterf = (PFNGLPOINTPARAMETERFPROC) get_proc("glPointParameterf");
+	gl3wPointParameterfv = (PFNGLPOINTPARAMETERFVPROC) get_proc("glPointParameterfv");
+	gl3wPointParameteri = (PFNGLPOINTPARAMETERIPROC) get_proc("glPointParameteri");
+	gl3wPointParameteriv = (PFNGLPOINTPARAMETERIVPROC) get_proc("glPointParameteriv");
+	gl3wGenQueries = (PFNGLGENQUERIESPROC) get_proc("glGenQueries");
+	gl3wDeleteQueries = (PFNGLDELETEQUERIESPROC) get_proc("glDeleteQueries");
+	gl3wIsQuery = (PFNGLISQUERYPROC) get_proc("glIsQuery");
+	gl3wBeginQuery = (PFNGLBEGINQUERYPROC) get_proc("glBeginQuery");
+	gl3wEndQuery = (PFNGLENDQUERYPROC) get_proc("glEndQuery");
+	gl3wGetQueryiv = (PFNGLGETQUERYIVPROC) get_proc("glGetQueryiv");
+	gl3wGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC) get_proc("glGetQueryObjectiv");
+	gl3wGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC) get_proc("glGetQueryObjectuiv");
+	gl3wBindBuffer = (PFNGLBINDBUFFERPROC) get_proc("glBindBuffer");
+	gl3wDeleteBuffers = (PFNGLDELETEBUFFERSPROC) get_proc("glDeleteBuffers");
+	gl3wGenBuffers = (PFNGLGENBUFFERSPROC) get_proc("glGenBuffers");
+	gl3wIsBuffer = (PFNGLISBUFFERPROC) get_proc("glIsBuffer");
+	gl3wBufferData = (PFNGLBUFFERDATAPROC) get_proc("glBufferData");
+	gl3wBufferSubData = (PFNGLBUFFERSUBDATAPROC) get_proc("glBufferSubData");
+	gl3wGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC) get_proc("glGetBufferSubData");
+	gl3wMapBuffer = (PFNGLMAPBUFFERPROC) get_proc("glMapBuffer");
+	gl3wUnmapBuffer = (PFNGLUNMAPBUFFERPROC) get_proc("glUnmapBuffer");
+	gl3wGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) get_proc("glGetBufferParameteriv");
+	gl3wGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC) get_proc("glGetBufferPointerv");
+	gl3wBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) get_proc("glBlendEquationSeparate");
+	gl3wDrawBuffers = (PFNGLDRAWBUFFERSPROC) get_proc("glDrawBuffers");
+	gl3wStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) get_proc("glStencilOpSeparate");
+	gl3wStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) get_proc("glStencilFuncSeparate");
+	gl3wStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) get_proc("glStencilMaskSeparate");
+	gl3wAttachShader = (PFNGLATTACHSHADERPROC) get_proc("glAttachShader");
+	gl3wBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) get_proc("glBindAttribLocation");
+	gl3wCompileShader = (PFNGLCOMPILESHADERPROC) get_proc("glCompileShader");
+	gl3wCreateProgram = (PFNGLCREATEPROGRAMPROC) get_proc("glCreateProgram");
+	gl3wCreateShader = (PFNGLCREATESHADERPROC) get_proc("glCreateShader");
+	gl3wDeleteProgram = (PFNGLDELETEPROGRAMPROC) get_proc("glDeleteProgram");
+	gl3wDeleteShader = (PFNGLDELETESHADERPROC) get_proc("glDeleteShader");
+	gl3wDetachShader = (PFNGLDETACHSHADERPROC) get_proc("glDetachShader");
+	gl3wDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) get_proc("glDisableVertexAttribArray");
+	gl3wEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) get_proc("glEnableVertexAttribArray");
+	gl3wGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) get_proc("glGetActiveAttrib");
+	gl3wGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) get_proc("glGetActiveUniform");
+	gl3wGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) get_proc("glGetAttachedShaders");
+	gl3wGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) get_proc("glGetAttribLocation");
+	gl3wGetProgramiv = (PFNGLGETPROGRAMIVPROC) get_proc("glGetProgramiv");
+	gl3wGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) get_proc("glGetProgramInfoLog");
+	gl3wGetShaderiv = (PFNGLGETSHADERIVPROC) get_proc("glGetShaderiv");
+	gl3wGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) get_proc("glGetShaderInfoLog");
+	gl3wGetShaderSource = (PFNGLGETSHADERSOURCEPROC) get_proc("glGetShaderSource");
+	gl3wGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) get_proc("glGetUniformLocation");
+	gl3wGetUniformfv = (PFNGLGETUNIFORMFVPROC) get_proc("glGetUniformfv");
+	gl3wGetUniformiv = (PFNGLGETUNIFORMIVPROC) get_proc("glGetUniformiv");
+	gl3wGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC) get_proc("glGetVertexAttribdv");
+	gl3wGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) get_proc("glGetVertexAttribfv");
+	gl3wGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) get_proc("glGetVertexAttribiv");
+	gl3wGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) get_proc("glGetVertexAttribPointerv");
+	gl3wIsProgram = (PFNGLISPROGRAMPROC) get_proc("glIsProgram");
+	gl3wIsShader = (PFNGLISSHADERPROC) get_proc("glIsShader");
+	gl3wLinkProgram = (PFNGLLINKPROGRAMPROC) get_proc("glLinkProgram");
+	gl3wShaderSource = (PFNGLSHADERSOURCEPROC) get_proc("glShaderSource");
+	gl3wUseProgram = (PFNGLUSEPROGRAMPROC) get_proc("glUseProgram");
+	gl3wUniform1f = (PFNGLUNIFORM1FPROC) get_proc("glUniform1f");
+	gl3wUniform2f = (PFNGLUNIFORM2FPROC) get_proc("glUniform2f");
+	gl3wUniform3f = (PFNGLUNIFORM3FPROC) get_proc("glUniform3f");
+	gl3wUniform4f = (PFNGLUNIFORM4FPROC) get_proc("glUniform4f");
+	gl3wUniform1i = (PFNGLUNIFORM1IPROC) get_proc("glUniform1i");
+	gl3wUniform2i = (PFNGLUNIFORM2IPROC) get_proc("glUniform2i");
+	gl3wUniform3i = (PFNGLUNIFORM3IPROC) get_proc("glUniform3i");
+	gl3wUniform4i = (PFNGLUNIFORM4IPROC) get_proc("glUniform4i");
+	gl3wUniform1fv = (PFNGLUNIFORM1FVPROC) get_proc("glUniform1fv");
+	gl3wUniform2fv = (PFNGLUNIFORM2FVPROC) get_proc("glUniform2fv");
+	gl3wUniform3fv = (PFNGLUNIFORM3FVPROC) get_proc("glUniform3fv");
+	gl3wUniform4fv = (PFNGLUNIFORM4FVPROC) get_proc("glUniform4fv");
+	gl3wUniform1iv = (PFNGLUNIFORM1IVPROC) get_proc("glUniform1iv");
+	gl3wUniform2iv = (PFNGLUNIFORM2IVPROC) get_proc("glUniform2iv");
+	gl3wUniform3iv = (PFNGLUNIFORM3IVPROC) get_proc("glUniform3iv");
+	gl3wUniform4iv = (PFNGLUNIFORM4IVPROC) get_proc("glUniform4iv");
+	gl3wUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) get_proc("glUniformMatrix2fv");
+	gl3wUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) get_proc("glUniformMatrix3fv");
+	gl3wUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) get_proc("glUniformMatrix4fv");
+	gl3wValidateProgram = (PFNGLVALIDATEPROGRAMPROC) get_proc("glValidateProgram");
+	gl3wVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC) get_proc("glVertexAttrib1d");
+	gl3wVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC) get_proc("glVertexAttrib1dv");
+	gl3wVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) get_proc("glVertexAttrib1f");
+	gl3wVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) get_proc("glVertexAttrib1fv");
+	gl3wVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC) get_proc("glVertexAttrib1s");
+	gl3wVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC) get_proc("glVertexAttrib1sv");
+	gl3wVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC) get_proc("glVertexAttrib2d");
+	gl3wVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC) get_proc("glVertexAttrib2dv");
+	gl3wVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) get_proc("glVertexAttrib2f");
+	gl3wVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) get_proc("glVertexAttrib2fv");
+	gl3wVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC) get_proc("glVertexAttrib2s");
+	gl3wVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC) get_proc("glVertexAttrib2sv");
+	gl3wVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC) get_proc("glVertexAttrib3d");
+	gl3wVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC) get_proc("glVertexAttrib3dv");
+	gl3wVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) get_proc("glVertexAttrib3f");
+	gl3wVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) get_proc("glVertexAttrib3fv");
+	gl3wVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC) get_proc("glVertexAttrib3s");
+	gl3wVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC) get_proc("glVertexAttrib3sv");
+	gl3wVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC) get_proc("glVertexAttrib4Nbv");
+	gl3wVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC) get_proc("glVertexAttrib4Niv");
+	gl3wVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC) get_proc("glVertexAttrib4Nsv");
+	gl3wVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC) get_proc("glVertexAttrib4Nub");
+	gl3wVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC) get_proc("glVertexAttrib4Nubv");
+	gl3wVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC) get_proc("glVertexAttrib4Nuiv");
+	gl3wVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC) get_proc("glVertexAttrib4Nusv");
+	gl3wVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC) get_proc("glVertexAttrib4bv");
+	gl3wVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC) get_proc("glVertexAttrib4d");
+	gl3wVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC) get_proc("glVertexAttrib4dv");
+	gl3wVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) get_proc("glVertexAttrib4f");
+	gl3wVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) get_proc("glVertexAttrib4fv");
+	gl3wVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC) get_proc("glVertexAttrib4iv");
+	gl3wVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC) get_proc("glVertexAttrib4s");
+	gl3wVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC) get_proc("glVertexAttrib4sv");
+	gl3wVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC) get_proc("glVertexAttrib4ubv");
+	gl3wVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC) get_proc("glVertexAttrib4uiv");
+	gl3wVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC) get_proc("glVertexAttrib4usv");
+	gl3wVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) get_proc("glVertexAttribPointer");
+	gl3wUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC) get_proc("glUniformMatrix2x3fv");
+	gl3wUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC) get_proc("glUniformMatrix3x2fv");
+	gl3wUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC) get_proc("glUniformMatrix2x4fv");
+	gl3wUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC) get_proc("glUniformMatrix4x2fv");
+	gl3wUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) get_proc("glUniformMatrix3x4fv");
+	gl3wUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC) get_proc("glUniformMatrix4x3fv");
+	gl3wColorMaski = (PFNGLCOLORMASKIPROC) get_proc("glColorMaski");
+	gl3wGetBooleani_v = (PFNGLGETBOOLEANI_VPROC) get_proc("glGetBooleani_v");
+	gl3wGetIntegeri_v = (PFNGLGETINTEGERI_VPROC) get_proc("glGetIntegeri_v");
+	gl3wEnablei = (PFNGLENABLEIPROC) get_proc("glEnablei");
+	gl3wDisablei = (PFNGLDISABLEIPROC) get_proc("glDisablei");
+	gl3wIsEnabledi = (PFNGLISENABLEDIPROC) get_proc("glIsEnabledi");
+	gl3wBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) get_proc("glBeginTransformFeedback");
+	gl3wEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) get_proc("glEndTransformFeedback");
+	gl3wBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) get_proc("glBindBufferRange");
+	gl3wBindBufferBase = (PFNGLBINDBUFFERBASEPROC) get_proc("glBindBufferBase");
+	gl3wTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) get_proc("glTransformFeedbackVaryings");
+	gl3wGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) get_proc("glGetTransformFeedbackVarying");
+	gl3wClampColor = (PFNGLCLAMPCOLORPROC) get_proc("glClampColor");
+	gl3wBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC) get_proc("glBeginConditionalRender");
+	gl3wEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC) get_proc("glEndConditionalRender");
+	gl3wVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC) get_proc("glVertexAttribIPointer");
+	gl3wGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC) get_proc("glGetVertexAttribIiv");
+	gl3wGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC) get_proc("glGetVertexAttribIuiv");
+	gl3wVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC) get_proc("glVertexAttribI1i");
+	gl3wVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC) get_proc("glVertexAttribI2i");
+	gl3wVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC) get_proc("glVertexAttribI3i");
+	gl3wVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC) get_proc("glVertexAttribI4i");
+	gl3wVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC) get_proc("glVertexAttribI1ui");
+	gl3wVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC) get_proc("glVertexAttribI2ui");
+	gl3wVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC) get_proc("glVertexAttribI3ui");
+	gl3wVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC) get_proc("glVertexAttribI4ui");
+	gl3wVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC) get_proc("glVertexAttribI1iv");
+	gl3wVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC) get_proc("glVertexAttribI2iv");
+	gl3wVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC) get_proc("glVertexAttribI3iv");
+	gl3wVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC) get_proc("glVertexAttribI4iv");
+	gl3wVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC) get_proc("glVertexAttribI1uiv");
+	gl3wVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC) get_proc("glVertexAttribI2uiv");
+	gl3wVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC) get_proc("glVertexAttribI3uiv");
+	gl3wVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC) get_proc("glVertexAttribI4uiv");
+	gl3wVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC) get_proc("glVertexAttribI4bv");
+	gl3wVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC) get_proc("glVertexAttribI4sv");
+	gl3wVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC) get_proc("glVertexAttribI4ubv");
+	gl3wVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC) get_proc("glVertexAttribI4usv");
+	gl3wGetUniformuiv = (PFNGLGETUNIFORMUIVPROC) get_proc("glGetUniformuiv");
+	gl3wBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC) get_proc("glBindFragDataLocation");
+	gl3wGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC) get_proc("glGetFragDataLocation");
+	gl3wUniform1ui = (PFNGLUNIFORM1UIPROC) get_proc("glUniform1ui");
+	gl3wUniform2ui = (PFNGLUNIFORM2UIPROC) get_proc("glUniform2ui");
+	gl3wUniform3ui = (PFNGLUNIFORM3UIPROC) get_proc("glUniform3ui");
+	gl3wUniform4ui = (PFNGLUNIFORM4UIPROC) get_proc("glUniform4ui");
+	gl3wUniform1uiv = (PFNGLUNIFORM1UIVPROC) get_proc("glUniform1uiv");
+	gl3wUniform2uiv = (PFNGLUNIFORM2UIVPROC) get_proc("glUniform2uiv");
+	gl3wUniform3uiv = (PFNGLUNIFORM3UIVPROC) get_proc("glUniform3uiv");
+	gl3wUniform4uiv = (PFNGLUNIFORM4UIVPROC) get_proc("glUniform4uiv");
+	gl3wTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC) get_proc("glTexParameterIiv");
+	gl3wTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC) get_proc("glTexParameterIuiv");
+	gl3wGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC) get_proc("glGetTexParameterIiv");
+	gl3wGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC) get_proc("glGetTexParameterIuiv");
+	gl3wClearBufferiv = (PFNGLCLEARBUFFERIVPROC) get_proc("glClearBufferiv");
+	gl3wClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC) get_proc("glClearBufferuiv");
+	gl3wClearBufferfv = (PFNGLCLEARBUFFERFVPROC) get_proc("glClearBufferfv");
+	gl3wClearBufferfi = (PFNGLCLEARBUFFERFIPROC) get_proc("glClearBufferfi");
+	gl3wGetStringi = (PFNGLGETSTRINGIPROC) get_proc("glGetStringi");
+	gl3wDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC) get_proc("glDrawArraysInstanced");
+	gl3wDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC) get_proc("glDrawElementsInstanced");
+	gl3wTexBuffer = (PFNGLTEXBUFFERPROC) get_proc("glTexBuffer");
+	gl3wPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC) get_proc("glPrimitiveRestartIndex");
+	gl3wGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC) get_proc("glGetInteger64i_v");
+	gl3wGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC) get_proc("glGetBufferParameteri64v");
+	gl3wFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC) get_proc("glFramebufferTexture");
+	gl3wVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC) get_proc("glVertexAttribDivisor");
+	gl3wMinSampleShading = (PFNGLMINSAMPLESHADINGPROC) get_proc("glMinSampleShading");
+	gl3wBlendEquationi = (PFNGLBLENDEQUATIONIPROC) get_proc("glBlendEquationi");
+	gl3wBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC) get_proc("glBlendEquationSeparatei");
+	gl3wBlendFunci = (PFNGLBLENDFUNCIPROC) get_proc("glBlendFunci");
+	gl3wBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC) get_proc("glBlendFuncSeparatei");
+	gl3wIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) get_proc("glIsRenderbuffer");
+	gl3wBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) get_proc("glBindRenderbuffer");
+	gl3wDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) get_proc("glDeleteRenderbuffers");
+	gl3wGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) get_proc("glGenRenderbuffers");
+	gl3wRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) get_proc("glRenderbufferStorage");
+	gl3wGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) get_proc("glGetRenderbufferParameteriv");
+	gl3wIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) get_proc("glIsFramebuffer");
+	gl3wBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) get_proc("glBindFramebuffer");
+	gl3wDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) get_proc("glDeleteFramebuffers");
+	gl3wGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) get_proc("glGenFramebuffers");
+	gl3wCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) get_proc("glCheckFramebufferStatus");
+	gl3wFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) get_proc("glFramebufferTexture1D");
+	gl3wFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) get_proc("glFramebufferTexture2D");
+	gl3wFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) get_proc("glFramebufferTexture3D");
+	gl3wFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) get_proc("glFramebufferRenderbuffer");
+	gl3wGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) get_proc("glGetFramebufferAttachmentParameteriv");
+	gl3wGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) get_proc("glGenerateMipmap");
+	gl3wBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) get_proc("glBlitFramebuffer");
+	gl3wRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) get_proc("glRenderbufferStorageMultisample");
+	gl3wFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) get_proc("glFramebufferTextureLayer");
+	gl3wMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) get_proc("glMapBufferRange");
+	gl3wFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) get_proc("glFlushMappedBufferRange");
+	gl3wBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) get_proc("glBindVertexArray");
+	gl3wDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) get_proc("glDeleteVertexArrays");
+	gl3wGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) get_proc("glGenVertexArrays");
+	gl3wIsVertexArray = (PFNGLISVERTEXARRAYPROC) get_proc("glIsVertexArray");
+	gl3wGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) get_proc("glGetUniformIndices");
+	gl3wGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) get_proc("glGetActiveUniformsiv");
+	gl3wGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) get_proc("glGetActiveUniformName");
+	gl3wGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) get_proc("glGetUniformBlockIndex");
+	gl3wGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) get_proc("glGetActiveUniformBlockiv");
+	gl3wGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) get_proc("glGetActiveUniformBlockName");
+	gl3wUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) get_proc("glUniformBlockBinding");
+	gl3wCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) get_proc("glCopyBufferSubData");
+	gl3wDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC) get_proc("glDrawElementsBaseVertex");
+	gl3wDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) get_proc("glDrawRangeElementsBaseVertex");
+	gl3wDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) get_proc("glDrawElementsInstancedBaseVertex");
+	gl3wMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) get_proc("glMultiDrawElementsBaseVertex");
+	gl3wProvokingVertex = (PFNGLPROVOKINGVERTEXPROC) get_proc("glProvokingVertex");
+	gl3wFenceSync = (PFNGLFENCESYNCPROC) get_proc("glFenceSync");
+	gl3wIsSync = (PFNGLISSYNCPROC) get_proc("glIsSync");
+	gl3wDeleteSync = (PFNGLDELETESYNCPROC) get_proc("glDeleteSync");
+	gl3wClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) get_proc("glClientWaitSync");
+	gl3wWaitSync = (PFNGLWAITSYNCPROC) get_proc("glWaitSync");
+	gl3wGetInteger64v = (PFNGLGETINTEGER64VPROC) get_proc("glGetInteger64v");
+	gl3wGetSynciv = (PFNGLGETSYNCIVPROC) get_proc("glGetSynciv");
+	gl3wTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) get_proc("glTexImage2DMultisample");
+	gl3wTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) get_proc("glTexImage3DMultisample");
+	gl3wGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) get_proc("glGetMultisamplefv");
+	gl3wSampleMaski = (PFNGLSAMPLEMASKIPROC) get_proc("glSampleMaski");
+	gl3wBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC) get_proc("glBlendEquationiARB");
+	gl3wBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC) get_proc("glBlendEquationSeparateiARB");
+	gl3wBlendFunciARB = (PFNGLBLENDFUNCIARBPROC) get_proc("glBlendFunciARB");
+	gl3wBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC) get_proc("glBlendFuncSeparateiARB");
+	gl3wMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC) get_proc("glMinSampleShadingARB");
+	gl3wNamedStringARB = (PFNGLNAMEDSTRINGARBPROC) get_proc("glNamedStringARB");
+	gl3wDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC) get_proc("glDeleteNamedStringARB");
+	gl3wCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC) get_proc("glCompileShaderIncludeARB");
+	gl3wIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC) get_proc("glIsNamedStringARB");
+	gl3wGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC) get_proc("glGetNamedStringARB");
+	gl3wGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC) get_proc("glGetNamedStringivARB");
+	gl3wBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) get_proc("glBindFragDataLocationIndexed");
+	gl3wGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC) get_proc("glGetFragDataIndex");
+	gl3wGenSamplers = (PFNGLGENSAMPLERSPROC) get_proc("glGenSamplers");
+	gl3wDeleteSamplers = (PFNGLDELETESAMPLERSPROC) get_proc("glDeleteSamplers");
+	gl3wIsSampler = (PFNGLISSAMPLERPROC) get_proc("glIsSampler");
+	gl3wBindSampler = (PFNGLBINDSAMPLERPROC) get_proc("glBindSampler");
+	gl3wSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) get_proc("glSamplerParameteri");
+	gl3wSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) get_proc("glSamplerParameteriv");
+	gl3wSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) get_proc("glSamplerParameterf");
+	gl3wSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) get_proc("glSamplerParameterfv");
+	gl3wSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC) get_proc("glSamplerParameterIiv");
+	gl3wSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC) get_proc("glSamplerParameterIuiv");
+	gl3wGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC) get_proc("glGetSamplerParameteriv");
+	gl3wGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC) get_proc("glGetSamplerParameterIiv");
+	gl3wGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC) get_proc("glGetSamplerParameterfv");
+	gl3wGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC) get_proc("glGetSamplerParameterIuiv");
+	gl3wQueryCounter = (PFNGLQUERYCOUNTERPROC) get_proc("glQueryCounter");
+	gl3wGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) get_proc("glGetQueryObjecti64v");
+	gl3wGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) get_proc("glGetQueryObjectui64v");
+	gl3wVertexP2ui = (PFNGLVERTEXP2UIPROC) get_proc("glVertexP2ui");
+	gl3wVertexP2uiv = (PFNGLVERTEXP2UIVPROC) get_proc("glVertexP2uiv");
+	gl3wVertexP3ui = (PFNGLVERTEXP3UIPROC) get_proc("glVertexP3ui");
+	gl3wVertexP3uiv = (PFNGLVERTEXP3UIVPROC) get_proc("glVertexP3uiv");
+	gl3wVertexP4ui = (PFNGLVERTEXP4UIPROC) get_proc("glVertexP4ui");
+	gl3wVertexP4uiv = (PFNGLVERTEXP4UIVPROC) get_proc("glVertexP4uiv");
+	gl3wTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC) get_proc("glTexCoordP1ui");
+	gl3wTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC) get_proc("glTexCoordP1uiv");
+	gl3wTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC) get_proc("glTexCoordP2ui");
+	gl3wTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC) get_proc("glTexCoordP2uiv");
+	gl3wTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC) get_proc("glTexCoordP3ui");
+	gl3wTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC) get_proc("glTexCoordP3uiv");
+	gl3wTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC) get_proc("glTexCoordP4ui");
+	gl3wTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC) get_proc("glTexCoordP4uiv");
+	gl3wMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC) get_proc("glMultiTexCoordP1ui");
+	gl3wMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC) get_proc("glMultiTexCoordP1uiv");
+	gl3wMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC) get_proc("glMultiTexCoordP2ui");
+	gl3wMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC) get_proc("glMultiTexCoordP2uiv");
+	gl3wMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC) get_proc("glMultiTexCoordP3ui");
+	gl3wMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC) get_proc("glMultiTexCoordP3uiv");
+	gl3wMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC) get_proc("glMultiTexCoordP4ui");
+	gl3wMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC) get_proc("glMultiTexCoordP4uiv");
+	gl3wNormalP3ui = (PFNGLNORMALP3UIPROC) get_proc("glNormalP3ui");
+	gl3wNormalP3uiv = (PFNGLNORMALP3UIVPROC) get_proc("glNormalP3uiv");
+	gl3wColorP3ui = (PFNGLCOLORP3UIPROC) get_proc("glColorP3ui");
+	gl3wColorP3uiv = (PFNGLCOLORP3UIVPROC) get_proc("glColorP3uiv");
+	gl3wColorP4ui = (PFNGLCOLORP4UIPROC) get_proc("glColorP4ui");
+	gl3wColorP4uiv = (PFNGLCOLORP4UIVPROC) get_proc("glColorP4uiv");
+	gl3wSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC) get_proc("glSecondaryColorP3ui");
+	gl3wSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC) get_proc("glSecondaryColorP3uiv");
+	gl3wVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC) get_proc("glVertexAttribP1ui");
+	gl3wVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC) get_proc("glVertexAttribP1uiv");
+	gl3wVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC) get_proc("glVertexAttribP2ui");
+	gl3wVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC) get_proc("glVertexAttribP2uiv");
+	gl3wVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC) get_proc("glVertexAttribP3ui");
+	gl3wVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC) get_proc("glVertexAttribP3uiv");
+	gl3wVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC) get_proc("glVertexAttribP4ui");
+	gl3wVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC) get_proc("glVertexAttribP4uiv");
+	gl3wDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC) get_proc("glDrawArraysIndirect");
+	gl3wDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC) get_proc("glDrawElementsIndirect");
+	gl3wUniform1d = (PFNGLUNIFORM1DPROC) get_proc("glUniform1d");
+	gl3wUniform2d = (PFNGLUNIFORM2DPROC) get_proc("glUniform2d");
+	gl3wUniform3d = (PFNGLUNIFORM3DPROC) get_proc("glUniform3d");
+	gl3wUniform4d = (PFNGLUNIFORM4DPROC) get_proc("glUniform4d");
+	gl3wUniform1dv = (PFNGLUNIFORM1DVPROC) get_proc("glUniform1dv");
+	gl3wUniform2dv = (PFNGLUNIFORM2DVPROC) get_proc("glUniform2dv");
+	gl3wUniform3dv = (PFNGLUNIFORM3DVPROC) get_proc("glUniform3dv");
+	gl3wUniform4dv = (PFNGLUNIFORM4DVPROC) get_proc("glUniform4dv");
+	gl3wUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC) get_proc("glUniformMatrix2dv");
+	gl3wUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC) get_proc("glUniformMatrix3dv");
+	gl3wUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC) get_proc("glUniformMatrix4dv");
+	gl3wUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC) get_proc("glUniformMatrix2x3dv");
+	gl3wUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC) get_proc("glUniformMatrix2x4dv");
+	gl3wUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC) get_proc("glUniformMatrix3x2dv");
+	gl3wUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC) get_proc("glUniformMatrix3x4dv");
+	gl3wUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC) get_proc("glUniformMatrix4x2dv");
+	gl3wUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC) get_proc("glUniformMatrix4x3dv");
+	gl3wGetUniformdv = (PFNGLGETUNIFORMDVPROC) get_proc("glGetUniformdv");
+	gl3wGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) get_proc("glGetSubroutineUniformLocation");
+	gl3wGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC) get_proc("glGetSubroutineIndex");
+	gl3wGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) get_proc("glGetActiveSubroutineUniformiv");
+	gl3wGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) get_proc("glGetActiveSubroutineUniformName");
+	gl3wGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC) get_proc("glGetActiveSubroutineName");
+	gl3wUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC) get_proc("glUniformSubroutinesuiv");
+	gl3wGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC) get_proc("glGetUniformSubroutineuiv");
+	gl3wGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC) get_proc("glGetProgramStageiv");
+	gl3wPatchParameteri = (PFNGLPATCHPARAMETERIPROC) get_proc("glPatchParameteri");
+	gl3wPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC) get_proc("glPatchParameterfv");
+	gl3wBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC) get_proc("glBindTransformFeedback");
+	gl3wDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC) get_proc("glDeleteTransformFeedbacks");
+	gl3wGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC) get_proc("glGenTransformFeedbacks");
+	gl3wIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC) get_proc("glIsTransformFeedback");
+	gl3wPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC) get_proc("glPauseTransformFeedback");
+	gl3wResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC) get_proc("glResumeTransformFeedback");
+	gl3wDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC) get_proc("glDrawTransformFeedback");
+	gl3wDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) get_proc("glDrawTransformFeedbackStream");
+	gl3wBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC) get_proc("glBeginQueryIndexed");
+	gl3wEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC) get_proc("glEndQueryIndexed");
+	gl3wGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC) get_proc("glGetQueryIndexediv");
+	gl3wReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) get_proc("glReleaseShaderCompiler");
+	gl3wShaderBinary = (PFNGLSHADERBINARYPROC) get_proc("glShaderBinary");
+	gl3wGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) get_proc("glGetShaderPrecisionFormat");
+	gl3wDepthRangef = (PFNGLDEPTHRANGEFPROC) get_proc("glDepthRangef");
+	gl3wClearDepthf = (PFNGLCLEARDEPTHFPROC) get_proc("glClearDepthf");
+	gl3wGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC) get_proc("glGetProgramBinary");
+	gl3wProgramBinary = (PFNGLPROGRAMBINARYPROC) get_proc("glProgramBinary");
+	gl3wProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC) get_proc("glProgramParameteri");
+	gl3wUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC) get_proc("glUseProgramStages");
+	gl3wActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC) get_proc("glActiveShaderProgram");
+	gl3wCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC) get_proc("glCreateShaderProgramv");
+	gl3wBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC) get_proc("glBindProgramPipeline");
+	gl3wDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC) get_proc("glDeleteProgramPipelines");
+	gl3wGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC) get_proc("glGenProgramPipelines");
+	gl3wIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC) get_proc("glIsProgramPipeline");
+	gl3wGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC) get_proc("glGetProgramPipelineiv");
+	gl3wProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC) get_proc("glProgramUniform1i");
+	gl3wProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC) get_proc("glProgramUniform1iv");
+	gl3wProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC) get_proc("glProgramUniform1f");
+	gl3wProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC) get_proc("glProgramUniform1fv");
+	gl3wProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC) get_proc("glProgramUniform1d");
+	gl3wProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC) get_proc("glProgramUniform1dv");
+	gl3wProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC) get_proc("glProgramUniform1ui");
+	gl3wProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC) get_proc("glProgramUniform1uiv");
+	gl3wProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC) get_proc("glProgramUniform2i");
+	gl3wProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC) get_proc("glProgramUniform2iv");
+	gl3wProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC) get_proc("glProgramUniform2f");
+	gl3wProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC) get_proc("glProgramUniform2fv");
+	gl3wProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC) get_proc("glProgramUniform2d");
+	gl3wProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC) get_proc("glProgramUniform2dv");
+	gl3wProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC) get_proc("glProgramUniform2ui");
+	gl3wProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC) get_proc("glProgramUniform2uiv");
+	gl3wProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC) get_proc("glProgramUniform3i");
+	gl3wProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC) get_proc("glProgramUniform3iv");
+	gl3wProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC) get_proc("glProgramUniform3f");
+	gl3wProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC) get_proc("glProgramUniform3fv");
+	gl3wProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC) get_proc("glProgramUniform3d");
+	gl3wProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC) get_proc("glProgramUniform3dv");
+	gl3wProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC) get_proc("glProgramUniform3ui");
+	gl3wProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC) get_proc("glProgramUniform3uiv");
+	gl3wProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC) get_proc("glProgramUniform4i");
+	gl3wProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC) get_proc("glProgramUniform4iv");
+	gl3wProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC) get_proc("glProgramUniform4f");
+	gl3wProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC) get_proc("glProgramUniform4fv");
+	gl3wProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC) get_proc("glProgramUniform4d");
+	gl3wProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC) get_proc("glProgramUniform4dv");
+	gl3wProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC) get_proc("glProgramUniform4ui");
+	gl3wProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC) get_proc("glProgramUniform4uiv");
+	gl3wProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC) get_proc("glProgramUniformMatrix2fv");
+	gl3wProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC) get_proc("glProgramUniformMatrix3fv");
+	gl3wProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC) get_proc("glProgramUniformMatrix4fv");
+	gl3wProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC) get_proc("glProgramUniformMatrix2dv");
+	gl3wProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC) get_proc("glProgramUniformMatrix3dv");
+	gl3wProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC) get_proc("glProgramUniformMatrix4dv");
+	gl3wProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) get_proc("glProgramUniformMatrix2x3fv");
+	gl3wProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) get_proc("glProgramUniformMatrix3x2fv");
+	gl3wProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) get_proc("glProgramUniformMatrix2x4fv");
+	gl3wProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) get_proc("glProgramUniformMatrix4x2fv");
+	gl3wProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) get_proc("glProgramUniformMatrix3x4fv");
+	gl3wProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) get_proc("glProgramUniformMatrix4x3fv");
+	gl3wProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) get_proc("glProgramUniformMatrix2x3dv");
+	gl3wProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) get_proc("glProgramUniformMatrix3x2dv");
+	gl3wProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) get_proc("glProgramUniformMatrix2x4dv");
+	gl3wProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) get_proc("glProgramUniformMatrix4x2dv");
+	gl3wProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) get_proc("glProgramUniformMatrix3x4dv");
+	gl3wProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) get_proc("glProgramUniformMatrix4x3dv");
+	gl3wValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC) get_proc("glValidateProgramPipeline");
+	gl3wGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC) get_proc("glGetProgramPipelineInfoLog");
+	gl3wVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC) get_proc("glVertexAttribL1d");
+	gl3wVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC) get_proc("glVertexAttribL2d");
+	gl3wVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC) get_proc("glVertexAttribL3d");
+	gl3wVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC) get_proc("glVertexAttribL4d");
+	gl3wVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC) get_proc("glVertexAttribL1dv");
+	gl3wVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC) get_proc("glVertexAttribL2dv");
+	gl3wVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC) get_proc("glVertexAttribL3dv");
+	gl3wVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC) get_proc("glVertexAttribL4dv");
+	gl3wVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC) get_proc("glVertexAttribLPointer");
+	gl3wGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC) get_proc("glGetVertexAttribLdv");
+	gl3wViewportArrayv = (PFNGLVIEWPORTARRAYVPROC) get_proc("glViewportArrayv");
+	gl3wViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC) get_proc("glViewportIndexedf");
+	gl3wViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC) get_proc("glViewportIndexedfv");
+	gl3wScissorArrayv = (PFNGLSCISSORARRAYVPROC) get_proc("glScissorArrayv");
+	gl3wScissorIndexed = (PFNGLSCISSORINDEXEDPROC) get_proc("glScissorIndexed");
+	gl3wScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC) get_proc("glScissorIndexedv");
+	gl3wDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC) get_proc("glDepthRangeArrayv");
+	gl3wDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC) get_proc("glDepthRangeIndexed");
+	gl3wGetFloati_v = (PFNGLGETFLOATI_VPROC) get_proc("glGetFloati_v");
+	gl3wGetDoublei_v = (PFNGLGETDOUBLEI_VPROC) get_proc("glGetDoublei_v");
+	gl3wCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC) get_proc("glCreateSyncFromCLeventARB");
+	gl3wDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) get_proc("glDebugMessageControlARB");
+	gl3wDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) get_proc("glDebugMessageInsertARB");
+	gl3wDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) get_proc("glDebugMessageCallbackARB");
+	gl3wGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) get_proc("glGetDebugMessageLogARB");
+	gl3wGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC) get_proc("glGetGraphicsResetStatusARB");
+	gl3wGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC) get_proc("glGetnTexImageARB");
+	gl3wReadnPixelsARB = (PFNGLREADNPIXELSARBPROC) get_proc("glReadnPixelsARB");
+	gl3wGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) get_proc("glGetnCompressedTexImageARB");
+	gl3wGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC) get_proc("glGetnUniformfvARB");
+	gl3wGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC) get_proc("glGetnUniformivARB");
+	gl3wGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC) get_proc("glGetnUniformuivARB");
+	gl3wGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC) get_proc("glGetnUniformdvARB");
+	gl3wDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawArraysInstancedBaseInstance");
+	gl3wDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseInstance");
+	gl3wDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseVertexBaseInstance");
+	gl3wDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) get_proc("glDrawTransformFeedbackInstanced");
+	gl3wDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) get_proc("glDrawTransformFeedbackStreamInstanced");
+	gl3wGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC) get_proc("glGetInternalformativ");
+	gl3wGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) get_proc("glGetActiveAtomicCounterBufferiv");
+	gl3wBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC) get_proc("glBindImageTexture");
+	gl3wMemoryBarrier = (PFNGLMEMORYBARRIERPROC) get_proc("glMemoryBarrier");
+	gl3wTexStorage1D = (PFNGLTEXSTORAGE1DPROC) get_proc("glTexStorage1D");
+	gl3wTexStorage2D = (PFNGLTEXSTORAGE2DPROC) get_proc("glTexStorage2D");
+	gl3wTexStorage3D = (PFNGLTEXSTORAGE3DPROC) get_proc("glTexStorage3D");
+	gl3wTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC) get_proc("glTextureStorage1DEXT");
+	gl3wTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC) get_proc("glTextureStorage2DEXT");
+	gl3wTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC) get_proc("glTextureStorage3DEXT");
+	gl3wDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC) get_proc("glDebugMessageControl");
+	gl3wDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC) get_proc("glDebugMessageInsert");
+	gl3wDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC) get_proc("glDebugMessageCallback");
+	gl3wGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC) get_proc("glGetDebugMessageLog");
+	gl3wPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC) get_proc("glPushDebugGroup");
+	gl3wPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC) get_proc("glPopDebugGroup");
+	gl3wObjectLabel = (PFNGLOBJECTLABELPROC) get_proc("glObjectLabel");
+	gl3wGetObjectLabel = (PFNGLGETOBJECTLABELPROC) get_proc("glGetObjectLabel");
+	gl3wObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC) get_proc("glObjectPtrLabel");
+	gl3wGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC) get_proc("glGetObjectPtrLabel");
+	gl3wClearBufferData = (PFNGLCLEARBUFFERDATAPROC) get_proc("glClearBufferData");
+	gl3wClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC) get_proc("glClearBufferSubData");
+	gl3wClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC) get_proc("glClearNamedBufferDataEXT");
+	gl3wClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) get_proc("glClearNamedBufferSubDataEXT");
+	gl3wDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC) get_proc("glDispatchCompute");
+	gl3wDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC) get_proc("glDispatchComputeIndirect");
+	gl3wCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC) get_proc("glCopyImageSubData");
+	gl3wTextureView = (PFNGLTEXTUREVIEWPROC) get_proc("glTextureView");
+	gl3wBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC) get_proc("glBindVertexBuffer");
+	gl3wVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC) get_proc("glVertexAttribFormat");
+	gl3wVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC) get_proc("glVertexAttribIFormat");
+	gl3wVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC) get_proc("glVertexAttribLFormat");
+	gl3wVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC) get_proc("glVertexAttribBinding");
+	gl3wVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC) get_proc("glVertexBindingDivisor");
+	gl3wVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) get_proc("glVertexArrayBindVertexBufferEXT");
+	gl3wVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) get_proc("glVertexArrayVertexAttribFormatEXT");
+	gl3wVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) get_proc("glVertexArrayVertexAttribIFormatEXT");
+	gl3wVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) get_proc("glVertexArrayVertexAttribLFormatEXT");
+	gl3wVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) get_proc("glVertexArrayVertexAttribBindingEXT");
+	gl3wVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) get_proc("glVertexArrayVertexBindingDivisorEXT");
+	gl3wFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC) get_proc("glFramebufferParameteri");
+	gl3wGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC) get_proc("glGetFramebufferParameteriv");
+	gl3wNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) get_proc("glNamedFramebufferParameteriEXT");
+	gl3wGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) get_proc("glGetNamedFramebufferParameterivEXT");
+	gl3wGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC) get_proc("glGetInternalformati64v");
+	gl3wInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC) get_proc("glInvalidateTexSubImage");
+	gl3wInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC) get_proc("glInvalidateTexImage");
+	gl3wInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC) get_proc("glInvalidateBufferSubData");
+	gl3wInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC) get_proc("glInvalidateBufferData");
+	gl3wInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC) get_proc("glInvalidateFramebuffer");
+	gl3wInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC) get_proc("glInvalidateSubFramebuffer");
+	gl3wMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC) get_proc("glMultiDrawArraysIndirect");
+	gl3wMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC) get_proc("glMultiDrawElementsIndirect");
+	gl3wGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC) get_proc("glGetProgramInterfaceiv");
+	gl3wGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC) get_proc("glGetProgramResourceIndex");
+	gl3wGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC) get_proc("glGetProgramResourceName");
+	gl3wGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC) get_proc("glGetProgramResourceiv");
+	gl3wGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC) get_proc("glGetProgramResourceLocation");
+	gl3wGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) get_proc("glGetProgramResourceLocationIndex");
+	gl3wShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC) get_proc("glShaderStorageBlockBinding");
+	gl3wTexBufferRange = (PFNGLTEXBUFFERRANGEPROC) get_proc("glTexBufferRange");
+	gl3wTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC) get_proc("glTextureBufferRangeEXT");
+	gl3wTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC) get_proc("glTexStorage2DMultisample");
+	gl3wTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC) get_proc("glTexStorage3DMultisample");
+	gl3wTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) get_proc("glTextureStorage2DMultisampleEXT");
+	gl3wTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) get_proc("glTextureStorage3DMultisampleEXT");
+}
diff --git a/source/imgui/examples/libs/gl3w/GL/gl3w.h b/source/imgui/examples/libs/gl3w/GL/gl3w.h
new file mode 100644
index 0000000000000000000000000000000000000000..ee563f8d401cff2861103aa61bd1f27d16d44708
--- /dev/null
+++ b/source/imgui/examples/libs/gl3w/GL/gl3w.h
@@ -0,0 +1,1234 @@
+#ifndef __gl3w_h_
+#define __gl3w_h_
+
+#include <GL/glcorearb.h>
+
+#ifndef __gl_h_
+#define __gl_h_
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* gl3w api */
+int gl3wInit(void);
+int gl3wIsSupported(int major, int minor);
+void *gl3wGetProcAddress(const char *proc);
+
+/* OpenGL functions */
+extern PFNGLCULLFACEPROC gl3wCullFace;
+extern PFNGLFRONTFACEPROC gl3wFrontFace;
+extern PFNGLHINTPROC gl3wHint;
+extern PFNGLLINEWIDTHPROC gl3wLineWidth;
+extern PFNGLPOINTSIZEPROC gl3wPointSize;
+extern PFNGLPOLYGONMODEPROC gl3wPolygonMode;
+extern PFNGLSCISSORPROC gl3wScissor;
+extern PFNGLTEXPARAMETERFPROC gl3wTexParameterf;
+extern PFNGLTEXPARAMETERFVPROC gl3wTexParameterfv;
+extern PFNGLTEXPARAMETERIPROC gl3wTexParameteri;
+extern PFNGLTEXPARAMETERIVPROC gl3wTexParameteriv;
+extern PFNGLTEXIMAGE1DPROC gl3wTexImage1D;
+extern PFNGLTEXIMAGE2DPROC gl3wTexImage2D;
+extern PFNGLDRAWBUFFERPROC gl3wDrawBuffer;
+extern PFNGLCLEARPROC gl3wClear;
+extern PFNGLCLEARCOLORPROC gl3wClearColor;
+extern PFNGLCLEARSTENCILPROC gl3wClearStencil;
+extern PFNGLCLEARDEPTHPROC gl3wClearDepth;
+extern PFNGLSTENCILMASKPROC gl3wStencilMask;
+extern PFNGLCOLORMASKPROC gl3wColorMask;
+extern PFNGLDEPTHMASKPROC gl3wDepthMask;
+extern PFNGLDISABLEPROC gl3wDisable;
+extern PFNGLENABLEPROC gl3wEnable;
+extern PFNGLFINISHPROC gl3wFinish;
+extern PFNGLFLUSHPROC gl3wFlush;
+extern PFNGLBLENDFUNCPROC gl3wBlendFunc;
+extern PFNGLLOGICOPPROC gl3wLogicOp;
+extern PFNGLSTENCILFUNCPROC gl3wStencilFunc;
+extern PFNGLSTENCILOPPROC gl3wStencilOp;
+extern PFNGLDEPTHFUNCPROC gl3wDepthFunc;
+extern PFNGLPIXELSTOREFPROC gl3wPixelStoref;
+extern PFNGLPIXELSTOREIPROC gl3wPixelStorei;
+extern PFNGLREADBUFFERPROC gl3wReadBuffer;
+extern PFNGLREADPIXELSPROC gl3wReadPixels;
+extern PFNGLGETBOOLEANVPROC gl3wGetBooleanv;
+extern PFNGLGETDOUBLEVPROC gl3wGetDoublev;
+extern PFNGLGETERRORPROC gl3wGetError;
+extern PFNGLGETFLOATVPROC gl3wGetFloatv;
+extern PFNGLGETINTEGERVPROC gl3wGetIntegerv;
+extern PFNGLGETSTRINGPROC gl3wGetString;
+extern PFNGLGETTEXIMAGEPROC gl3wGetTexImage;
+extern PFNGLGETTEXPARAMETERFVPROC gl3wGetTexParameterfv;
+extern PFNGLGETTEXPARAMETERIVPROC gl3wGetTexParameteriv;
+extern PFNGLGETTEXLEVELPARAMETERFVPROC gl3wGetTexLevelParameterfv;
+extern PFNGLGETTEXLEVELPARAMETERIVPROC gl3wGetTexLevelParameteriv;
+extern PFNGLISENABLEDPROC gl3wIsEnabled;
+extern PFNGLDEPTHRANGEPROC gl3wDepthRange;
+extern PFNGLVIEWPORTPROC gl3wViewport;
+extern PFNGLDRAWARRAYSPROC gl3wDrawArrays;
+extern PFNGLDRAWELEMENTSPROC gl3wDrawElements;
+extern PFNGLGETPOINTERVPROC gl3wGetPointerv;
+extern PFNGLPOLYGONOFFSETPROC gl3wPolygonOffset;
+extern PFNGLCOPYTEXIMAGE1DPROC gl3wCopyTexImage1D;
+extern PFNGLCOPYTEXIMAGE2DPROC gl3wCopyTexImage2D;
+extern PFNGLCOPYTEXSUBIMAGE1DPROC gl3wCopyTexSubImage1D;
+extern PFNGLCOPYTEXSUBIMAGE2DPROC gl3wCopyTexSubImage2D;
+extern PFNGLTEXSUBIMAGE1DPROC gl3wTexSubImage1D;
+extern PFNGLTEXSUBIMAGE2DPROC gl3wTexSubImage2D;
+extern PFNGLBINDTEXTUREPROC gl3wBindTexture;
+extern PFNGLDELETETEXTURESPROC gl3wDeleteTextures;
+extern PFNGLGENTEXTURESPROC gl3wGenTextures;
+extern PFNGLISTEXTUREPROC gl3wIsTexture;
+extern PFNGLBLENDCOLORPROC gl3wBlendColor;
+extern PFNGLBLENDEQUATIONPROC gl3wBlendEquation;
+extern PFNGLDRAWRANGEELEMENTSPROC gl3wDrawRangeElements;
+extern PFNGLTEXIMAGE3DPROC gl3wTexImage3D;
+extern PFNGLTEXSUBIMAGE3DPROC gl3wTexSubImage3D;
+extern PFNGLCOPYTEXSUBIMAGE3DPROC gl3wCopyTexSubImage3D;
+extern PFNGLACTIVETEXTUREPROC gl3wActiveTexture;
+extern PFNGLSAMPLECOVERAGEPROC gl3wSampleCoverage;
+extern PFNGLCOMPRESSEDTEXIMAGE3DPROC gl3wCompressedTexImage3D;
+extern PFNGLCOMPRESSEDTEXIMAGE2DPROC gl3wCompressedTexImage2D;
+extern PFNGLCOMPRESSEDTEXIMAGE1DPROC gl3wCompressedTexImage1D;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC gl3wCompressedTexSubImage3D;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC gl3wCompressedTexSubImage2D;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC gl3wCompressedTexSubImage1D;
+extern PFNGLGETCOMPRESSEDTEXIMAGEPROC gl3wGetCompressedTexImage;
+extern PFNGLBLENDFUNCSEPARATEPROC gl3wBlendFuncSeparate;
+extern PFNGLMULTIDRAWARRAYSPROC gl3wMultiDrawArrays;
+extern PFNGLMULTIDRAWELEMENTSPROC gl3wMultiDrawElements;
+extern PFNGLPOINTPARAMETERFPROC gl3wPointParameterf;
+extern PFNGLPOINTPARAMETERFVPROC gl3wPointParameterfv;
+extern PFNGLPOINTPARAMETERIPROC gl3wPointParameteri;
+extern PFNGLPOINTPARAMETERIVPROC gl3wPointParameteriv;
+extern PFNGLGENQUERIESPROC gl3wGenQueries;
+extern PFNGLDELETEQUERIESPROC gl3wDeleteQueries;
+extern PFNGLISQUERYPROC gl3wIsQuery;
+extern PFNGLBEGINQUERYPROC gl3wBeginQuery;
+extern PFNGLENDQUERYPROC gl3wEndQuery;
+extern PFNGLGETQUERYIVPROC gl3wGetQueryiv;
+extern PFNGLGETQUERYOBJECTIVPROC gl3wGetQueryObjectiv;
+extern PFNGLGETQUERYOBJECTUIVPROC gl3wGetQueryObjectuiv;
+extern PFNGLBINDBUFFERPROC gl3wBindBuffer;
+extern PFNGLDELETEBUFFERSPROC gl3wDeleteBuffers;
+extern PFNGLGENBUFFERSPROC gl3wGenBuffers;
+extern PFNGLISBUFFERPROC gl3wIsBuffer;
+extern PFNGLBUFFERDATAPROC gl3wBufferData;
+extern PFNGLBUFFERSUBDATAPROC gl3wBufferSubData;
+extern PFNGLGETBUFFERSUBDATAPROC gl3wGetBufferSubData;
+extern PFNGLMAPBUFFERPROC gl3wMapBuffer;
+extern PFNGLUNMAPBUFFERPROC gl3wUnmapBuffer;
+extern PFNGLGETBUFFERPARAMETERIVPROC gl3wGetBufferParameteriv;
+extern PFNGLGETBUFFERPOINTERVPROC gl3wGetBufferPointerv;
+extern PFNGLBLENDEQUATIONSEPARATEPROC gl3wBlendEquationSeparate;
+extern PFNGLDRAWBUFFERSPROC gl3wDrawBuffers;
+extern PFNGLSTENCILOPSEPARATEPROC gl3wStencilOpSeparate;
+extern PFNGLSTENCILFUNCSEPARATEPROC gl3wStencilFuncSeparate;
+extern PFNGLSTENCILMASKSEPARATEPROC gl3wStencilMaskSeparate;
+extern PFNGLATTACHSHADERPROC gl3wAttachShader;
+extern PFNGLBINDATTRIBLOCATIONPROC gl3wBindAttribLocation;
+extern PFNGLCOMPILESHADERPROC gl3wCompileShader;
+extern PFNGLCREATEPROGRAMPROC gl3wCreateProgram;
+extern PFNGLCREATESHADERPROC gl3wCreateShader;
+extern PFNGLDELETEPROGRAMPROC gl3wDeleteProgram;
+extern PFNGLDELETESHADERPROC gl3wDeleteShader;
+extern PFNGLDETACHSHADERPROC gl3wDetachShader;
+extern PFNGLDISABLEVERTEXATTRIBARRAYPROC gl3wDisableVertexAttribArray;
+extern PFNGLENABLEVERTEXATTRIBARRAYPROC gl3wEnableVertexAttribArray;
+extern PFNGLGETACTIVEATTRIBPROC gl3wGetActiveAttrib;
+extern PFNGLGETACTIVEUNIFORMPROC gl3wGetActiveUniform;
+extern PFNGLGETATTACHEDSHADERSPROC gl3wGetAttachedShaders;
+extern PFNGLGETATTRIBLOCATIONPROC gl3wGetAttribLocation;
+extern PFNGLGETPROGRAMIVPROC gl3wGetProgramiv;
+extern PFNGLGETPROGRAMINFOLOGPROC gl3wGetProgramInfoLog;
+extern PFNGLGETSHADERIVPROC gl3wGetShaderiv;
+extern PFNGLGETSHADERINFOLOGPROC gl3wGetShaderInfoLog;
+extern PFNGLGETSHADERSOURCEPROC gl3wGetShaderSource;
+extern PFNGLGETUNIFORMLOCATIONPROC gl3wGetUniformLocation;
+extern PFNGLGETUNIFORMFVPROC gl3wGetUniformfv;
+extern PFNGLGETUNIFORMIVPROC gl3wGetUniformiv;
+extern PFNGLGETVERTEXATTRIBDVPROC gl3wGetVertexAttribdv;
+extern PFNGLGETVERTEXATTRIBFVPROC gl3wGetVertexAttribfv;
+extern PFNGLGETVERTEXATTRIBIVPROC gl3wGetVertexAttribiv;
+extern PFNGLGETVERTEXATTRIBPOINTERVPROC gl3wGetVertexAttribPointerv;
+extern PFNGLISPROGRAMPROC gl3wIsProgram;
+extern PFNGLISSHADERPROC gl3wIsShader;
+extern PFNGLLINKPROGRAMPROC gl3wLinkProgram;
+extern PFNGLSHADERSOURCEPROC gl3wShaderSource;
+extern PFNGLUSEPROGRAMPROC gl3wUseProgram;
+extern PFNGLUNIFORM1FPROC gl3wUniform1f;
+extern PFNGLUNIFORM2FPROC gl3wUniform2f;
+extern PFNGLUNIFORM3FPROC gl3wUniform3f;
+extern PFNGLUNIFORM4FPROC gl3wUniform4f;
+extern PFNGLUNIFORM1IPROC gl3wUniform1i;
+extern PFNGLUNIFORM2IPROC gl3wUniform2i;
+extern PFNGLUNIFORM3IPROC gl3wUniform3i;
+extern PFNGLUNIFORM4IPROC gl3wUniform4i;
+extern PFNGLUNIFORM1FVPROC gl3wUniform1fv;
+extern PFNGLUNIFORM2FVPROC gl3wUniform2fv;
+extern PFNGLUNIFORM3FVPROC gl3wUniform3fv;
+extern PFNGLUNIFORM4FVPROC gl3wUniform4fv;
+extern PFNGLUNIFORM1IVPROC gl3wUniform1iv;
+extern PFNGLUNIFORM2IVPROC gl3wUniform2iv;
+extern PFNGLUNIFORM3IVPROC gl3wUniform3iv;
+extern PFNGLUNIFORM4IVPROC gl3wUniform4iv;
+extern PFNGLUNIFORMMATRIX2FVPROC gl3wUniformMatrix2fv;
+extern PFNGLUNIFORMMATRIX3FVPROC gl3wUniformMatrix3fv;
+extern PFNGLUNIFORMMATRIX4FVPROC gl3wUniformMatrix4fv;
+extern PFNGLVALIDATEPROGRAMPROC gl3wValidateProgram;
+extern PFNGLVERTEXATTRIB1DPROC gl3wVertexAttrib1d;
+extern PFNGLVERTEXATTRIB1DVPROC gl3wVertexAttrib1dv;
+extern PFNGLVERTEXATTRIB1FPROC gl3wVertexAttrib1f;
+extern PFNGLVERTEXATTRIB1FVPROC gl3wVertexAttrib1fv;
+extern PFNGLVERTEXATTRIB1SPROC gl3wVertexAttrib1s;
+extern PFNGLVERTEXATTRIB1SVPROC gl3wVertexAttrib1sv;
+extern PFNGLVERTEXATTRIB2DPROC gl3wVertexAttrib2d;
+extern PFNGLVERTEXATTRIB2DVPROC gl3wVertexAttrib2dv;
+extern PFNGLVERTEXATTRIB2FPROC gl3wVertexAttrib2f;
+extern PFNGLVERTEXATTRIB2FVPROC gl3wVertexAttrib2fv;
+extern PFNGLVERTEXATTRIB2SPROC gl3wVertexAttrib2s;
+extern PFNGLVERTEXATTRIB2SVPROC gl3wVertexAttrib2sv;
+extern PFNGLVERTEXATTRIB3DPROC gl3wVertexAttrib3d;
+extern PFNGLVERTEXATTRIB3DVPROC gl3wVertexAttrib3dv;
+extern PFNGLVERTEXATTRIB3FPROC gl3wVertexAttrib3f;
+extern PFNGLVERTEXATTRIB3FVPROC gl3wVertexAttrib3fv;
+extern PFNGLVERTEXATTRIB3SPROC gl3wVertexAttrib3s;
+extern PFNGLVERTEXATTRIB3SVPROC gl3wVertexAttrib3sv;
+extern PFNGLVERTEXATTRIB4NBVPROC gl3wVertexAttrib4Nbv;
+extern PFNGLVERTEXATTRIB4NIVPROC gl3wVertexAttrib4Niv;
+extern PFNGLVERTEXATTRIB4NSVPROC gl3wVertexAttrib4Nsv;
+extern PFNGLVERTEXATTRIB4NUBPROC gl3wVertexAttrib4Nub;
+extern PFNGLVERTEXATTRIB4NUBVPROC gl3wVertexAttrib4Nubv;
+extern PFNGLVERTEXATTRIB4NUIVPROC gl3wVertexAttrib4Nuiv;
+extern PFNGLVERTEXATTRIB4NUSVPROC gl3wVertexAttrib4Nusv;
+extern PFNGLVERTEXATTRIB4BVPROC gl3wVertexAttrib4bv;
+extern PFNGLVERTEXATTRIB4DPROC gl3wVertexAttrib4d;
+extern PFNGLVERTEXATTRIB4DVPROC gl3wVertexAttrib4dv;
+extern PFNGLVERTEXATTRIB4FPROC gl3wVertexAttrib4f;
+extern PFNGLVERTEXATTRIB4FVPROC gl3wVertexAttrib4fv;
+extern PFNGLVERTEXATTRIB4IVPROC gl3wVertexAttrib4iv;
+extern PFNGLVERTEXATTRIB4SPROC gl3wVertexAttrib4s;
+extern PFNGLVERTEXATTRIB4SVPROC gl3wVertexAttrib4sv;
+extern PFNGLVERTEXATTRIB4UBVPROC gl3wVertexAttrib4ubv;
+extern PFNGLVERTEXATTRIB4UIVPROC gl3wVertexAttrib4uiv;
+extern PFNGLVERTEXATTRIB4USVPROC gl3wVertexAttrib4usv;
+extern PFNGLVERTEXATTRIBPOINTERPROC gl3wVertexAttribPointer;
+extern PFNGLUNIFORMMATRIX2X3FVPROC gl3wUniformMatrix2x3fv;
+extern PFNGLUNIFORMMATRIX3X2FVPROC gl3wUniformMatrix3x2fv;
+extern PFNGLUNIFORMMATRIX2X4FVPROC gl3wUniformMatrix2x4fv;
+extern PFNGLUNIFORMMATRIX4X2FVPROC gl3wUniformMatrix4x2fv;
+extern PFNGLUNIFORMMATRIX3X4FVPROC gl3wUniformMatrix3x4fv;
+extern PFNGLUNIFORMMATRIX4X3FVPROC gl3wUniformMatrix4x3fv;
+extern PFNGLCOLORMASKIPROC gl3wColorMaski;
+extern PFNGLGETBOOLEANI_VPROC gl3wGetBooleani_v;
+extern PFNGLGETINTEGERI_VPROC gl3wGetIntegeri_v;
+extern PFNGLENABLEIPROC gl3wEnablei;
+extern PFNGLDISABLEIPROC gl3wDisablei;
+extern PFNGLISENABLEDIPROC gl3wIsEnabledi;
+extern PFNGLBEGINTRANSFORMFEEDBACKPROC gl3wBeginTransformFeedback;
+extern PFNGLENDTRANSFORMFEEDBACKPROC gl3wEndTransformFeedback;
+extern PFNGLBINDBUFFERRANGEPROC gl3wBindBufferRange;
+extern PFNGLBINDBUFFERBASEPROC gl3wBindBufferBase;
+extern PFNGLTRANSFORMFEEDBACKVARYINGSPROC gl3wTransformFeedbackVaryings;
+extern PFNGLGETTRANSFORMFEEDBACKVARYINGPROC gl3wGetTransformFeedbackVarying;
+extern PFNGLCLAMPCOLORPROC gl3wClampColor;
+extern PFNGLBEGINCONDITIONALRENDERPROC gl3wBeginConditionalRender;
+extern PFNGLENDCONDITIONALRENDERPROC gl3wEndConditionalRender;
+extern PFNGLVERTEXATTRIBIPOINTERPROC gl3wVertexAttribIPointer;
+extern PFNGLGETVERTEXATTRIBIIVPROC gl3wGetVertexAttribIiv;
+extern PFNGLGETVERTEXATTRIBIUIVPROC gl3wGetVertexAttribIuiv;
+extern PFNGLVERTEXATTRIBI1IPROC gl3wVertexAttribI1i;
+extern PFNGLVERTEXATTRIBI2IPROC gl3wVertexAttribI2i;
+extern PFNGLVERTEXATTRIBI3IPROC gl3wVertexAttribI3i;
+extern PFNGLVERTEXATTRIBI4IPROC gl3wVertexAttribI4i;
+extern PFNGLVERTEXATTRIBI1UIPROC gl3wVertexAttribI1ui;
+extern PFNGLVERTEXATTRIBI2UIPROC gl3wVertexAttribI2ui;
+extern PFNGLVERTEXATTRIBI3UIPROC gl3wVertexAttribI3ui;
+extern PFNGLVERTEXATTRIBI4UIPROC gl3wVertexAttribI4ui;
+extern PFNGLVERTEXATTRIBI1IVPROC gl3wVertexAttribI1iv;
+extern PFNGLVERTEXATTRIBI2IVPROC gl3wVertexAttribI2iv;
+extern PFNGLVERTEXATTRIBI3IVPROC gl3wVertexAttribI3iv;
+extern PFNGLVERTEXATTRIBI4IVPROC gl3wVertexAttribI4iv;
+extern PFNGLVERTEXATTRIBI1UIVPROC gl3wVertexAttribI1uiv;
+extern PFNGLVERTEXATTRIBI2UIVPROC gl3wVertexAttribI2uiv;
+extern PFNGLVERTEXATTRIBI3UIVPROC gl3wVertexAttribI3uiv;
+extern PFNGLVERTEXATTRIBI4UIVPROC gl3wVertexAttribI4uiv;
+extern PFNGLVERTEXATTRIBI4BVPROC gl3wVertexAttribI4bv;
+extern PFNGLVERTEXATTRIBI4SVPROC gl3wVertexAttribI4sv;
+extern PFNGLVERTEXATTRIBI4UBVPROC gl3wVertexAttribI4ubv;
+extern PFNGLVERTEXATTRIBI4USVPROC gl3wVertexAttribI4usv;
+extern PFNGLGETUNIFORMUIVPROC gl3wGetUniformuiv;
+extern PFNGLBINDFRAGDATALOCATIONPROC gl3wBindFragDataLocation;
+extern PFNGLGETFRAGDATALOCATIONPROC gl3wGetFragDataLocation;
+extern PFNGLUNIFORM1UIPROC gl3wUniform1ui;
+extern PFNGLUNIFORM2UIPROC gl3wUniform2ui;
+extern PFNGLUNIFORM3UIPROC gl3wUniform3ui;
+extern PFNGLUNIFORM4UIPROC gl3wUniform4ui;
+extern PFNGLUNIFORM1UIVPROC gl3wUniform1uiv;
+extern PFNGLUNIFORM2UIVPROC gl3wUniform2uiv;
+extern PFNGLUNIFORM3UIVPROC gl3wUniform3uiv;
+extern PFNGLUNIFORM4UIVPROC gl3wUniform4uiv;
+extern PFNGLTEXPARAMETERIIVPROC gl3wTexParameterIiv;
+extern PFNGLTEXPARAMETERIUIVPROC gl3wTexParameterIuiv;
+extern PFNGLGETTEXPARAMETERIIVPROC gl3wGetTexParameterIiv;
+extern PFNGLGETTEXPARAMETERIUIVPROC gl3wGetTexParameterIuiv;
+extern PFNGLCLEARBUFFERIVPROC gl3wClearBufferiv;
+extern PFNGLCLEARBUFFERUIVPROC gl3wClearBufferuiv;
+extern PFNGLCLEARBUFFERFVPROC gl3wClearBufferfv;
+extern PFNGLCLEARBUFFERFIPROC gl3wClearBufferfi;
+extern PFNGLGETSTRINGIPROC gl3wGetStringi;
+extern PFNGLDRAWARRAYSINSTANCEDPROC gl3wDrawArraysInstanced;
+extern PFNGLDRAWELEMENTSINSTANCEDPROC gl3wDrawElementsInstanced;
+extern PFNGLTEXBUFFERPROC gl3wTexBuffer;
+extern PFNGLPRIMITIVERESTARTINDEXPROC gl3wPrimitiveRestartIndex;
+extern PFNGLGETINTEGER64I_VPROC gl3wGetInteger64i_v;
+extern PFNGLGETBUFFERPARAMETERI64VPROC gl3wGetBufferParameteri64v;
+extern PFNGLFRAMEBUFFERTEXTUREPROC gl3wFramebufferTexture;
+extern PFNGLVERTEXATTRIBDIVISORPROC gl3wVertexAttribDivisor;
+extern PFNGLMINSAMPLESHADINGPROC gl3wMinSampleShading;
+extern PFNGLBLENDEQUATIONIPROC gl3wBlendEquationi;
+extern PFNGLBLENDEQUATIONSEPARATEIPROC gl3wBlendEquationSeparatei;
+extern PFNGLBLENDFUNCIPROC gl3wBlendFunci;
+extern PFNGLBLENDFUNCSEPARATEIPROC gl3wBlendFuncSeparatei;
+extern PFNGLISRENDERBUFFERPROC gl3wIsRenderbuffer;
+extern PFNGLBINDRENDERBUFFERPROC gl3wBindRenderbuffer;
+extern PFNGLDELETERENDERBUFFERSPROC gl3wDeleteRenderbuffers;
+extern PFNGLGENRENDERBUFFERSPROC gl3wGenRenderbuffers;
+extern PFNGLRENDERBUFFERSTORAGEPROC gl3wRenderbufferStorage;
+extern PFNGLGETRENDERBUFFERPARAMETERIVPROC gl3wGetRenderbufferParameteriv;
+extern PFNGLISFRAMEBUFFERPROC gl3wIsFramebuffer;
+extern PFNGLBINDFRAMEBUFFERPROC gl3wBindFramebuffer;
+extern PFNGLDELETEFRAMEBUFFERSPROC gl3wDeleteFramebuffers;
+extern PFNGLGENFRAMEBUFFERSPROC gl3wGenFramebuffers;
+extern PFNGLCHECKFRAMEBUFFERSTATUSPROC gl3wCheckFramebufferStatus;
+extern PFNGLFRAMEBUFFERTEXTURE1DPROC gl3wFramebufferTexture1D;
+extern PFNGLFRAMEBUFFERTEXTURE2DPROC gl3wFramebufferTexture2D;
+extern PFNGLFRAMEBUFFERTEXTURE3DPROC gl3wFramebufferTexture3D;
+extern PFNGLFRAMEBUFFERRENDERBUFFERPROC gl3wFramebufferRenderbuffer;
+extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC gl3wGetFramebufferAttachmentParameteriv;
+extern PFNGLGENERATEMIPMAPPROC gl3wGenerateMipmap;
+extern PFNGLBLITFRAMEBUFFERPROC gl3wBlitFramebuffer;
+extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC gl3wRenderbufferStorageMultisample;
+extern PFNGLFRAMEBUFFERTEXTURELAYERPROC gl3wFramebufferTextureLayer;
+extern PFNGLMAPBUFFERRANGEPROC gl3wMapBufferRange;
+extern PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl3wFlushMappedBufferRange;
+extern PFNGLBINDVERTEXARRAYPROC gl3wBindVertexArray;
+extern PFNGLDELETEVERTEXARRAYSPROC gl3wDeleteVertexArrays;
+extern PFNGLGENVERTEXARRAYSPROC gl3wGenVertexArrays;
+extern PFNGLISVERTEXARRAYPROC gl3wIsVertexArray;
+extern PFNGLGETUNIFORMINDICESPROC gl3wGetUniformIndices;
+extern PFNGLGETACTIVEUNIFORMSIVPROC gl3wGetActiveUniformsiv;
+extern PFNGLGETACTIVEUNIFORMNAMEPROC gl3wGetActiveUniformName;
+extern PFNGLGETUNIFORMBLOCKINDEXPROC gl3wGetUniformBlockIndex;
+extern PFNGLGETACTIVEUNIFORMBLOCKIVPROC gl3wGetActiveUniformBlockiv;
+extern PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC gl3wGetActiveUniformBlockName;
+extern PFNGLUNIFORMBLOCKBINDINGPROC gl3wUniformBlockBinding;
+extern PFNGLCOPYBUFFERSUBDATAPROC gl3wCopyBufferSubData;
+extern PFNGLDRAWELEMENTSBASEVERTEXPROC gl3wDrawElementsBaseVertex;
+extern PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC gl3wDrawRangeElementsBaseVertex;
+extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC gl3wDrawElementsInstancedBaseVertex;
+extern PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC gl3wMultiDrawElementsBaseVertex;
+extern PFNGLPROVOKINGVERTEXPROC gl3wProvokingVertex;
+extern PFNGLFENCESYNCPROC gl3wFenceSync;
+extern PFNGLISSYNCPROC gl3wIsSync;
+extern PFNGLDELETESYNCPROC gl3wDeleteSync;
+extern PFNGLCLIENTWAITSYNCPROC gl3wClientWaitSync;
+extern PFNGLWAITSYNCPROC gl3wWaitSync;
+extern PFNGLGETINTEGER64VPROC gl3wGetInteger64v;
+extern PFNGLGETSYNCIVPROC gl3wGetSynciv;
+extern PFNGLTEXIMAGE2DMULTISAMPLEPROC gl3wTexImage2DMultisample;
+extern PFNGLTEXIMAGE3DMULTISAMPLEPROC gl3wTexImage3DMultisample;
+extern PFNGLGETMULTISAMPLEFVPROC gl3wGetMultisamplefv;
+extern PFNGLSAMPLEMASKIPROC gl3wSampleMaski;
+extern PFNGLBLENDEQUATIONIARBPROC gl3wBlendEquationiARB;
+extern PFNGLBLENDEQUATIONSEPARATEIARBPROC gl3wBlendEquationSeparateiARB;
+extern PFNGLBLENDFUNCIARBPROC gl3wBlendFunciARB;
+extern PFNGLBLENDFUNCSEPARATEIARBPROC gl3wBlendFuncSeparateiARB;
+extern PFNGLMINSAMPLESHADINGARBPROC gl3wMinSampleShadingARB;
+extern PFNGLNAMEDSTRINGARBPROC gl3wNamedStringARB;
+extern PFNGLDELETENAMEDSTRINGARBPROC gl3wDeleteNamedStringARB;
+extern PFNGLCOMPILESHADERINCLUDEARBPROC gl3wCompileShaderIncludeARB;
+extern PFNGLISNAMEDSTRINGARBPROC gl3wIsNamedStringARB;
+extern PFNGLGETNAMEDSTRINGARBPROC gl3wGetNamedStringARB;
+extern PFNGLGETNAMEDSTRINGIVARBPROC gl3wGetNamedStringivARB;
+extern PFNGLBINDFRAGDATALOCATIONINDEXEDPROC gl3wBindFragDataLocationIndexed;
+extern PFNGLGETFRAGDATAINDEXPROC gl3wGetFragDataIndex;
+extern PFNGLGENSAMPLERSPROC gl3wGenSamplers;
+extern PFNGLDELETESAMPLERSPROC gl3wDeleteSamplers;
+extern PFNGLISSAMPLERPROC gl3wIsSampler;
+extern PFNGLBINDSAMPLERPROC gl3wBindSampler;
+extern PFNGLSAMPLERPARAMETERIPROC gl3wSamplerParameteri;
+extern PFNGLSAMPLERPARAMETERIVPROC gl3wSamplerParameteriv;
+extern PFNGLSAMPLERPARAMETERFPROC gl3wSamplerParameterf;
+extern PFNGLSAMPLERPARAMETERFVPROC gl3wSamplerParameterfv;
+extern PFNGLSAMPLERPARAMETERIIVPROC gl3wSamplerParameterIiv;
+extern PFNGLSAMPLERPARAMETERIUIVPROC gl3wSamplerParameterIuiv;
+extern PFNGLGETSAMPLERPARAMETERIVPROC gl3wGetSamplerParameteriv;
+extern PFNGLGETSAMPLERPARAMETERIIVPROC gl3wGetSamplerParameterIiv;
+extern PFNGLGETSAMPLERPARAMETERFVPROC gl3wGetSamplerParameterfv;
+extern PFNGLGETSAMPLERPARAMETERIUIVPROC gl3wGetSamplerParameterIuiv;
+extern PFNGLQUERYCOUNTERPROC gl3wQueryCounter;
+extern PFNGLGETQUERYOBJECTI64VPROC gl3wGetQueryObjecti64v;
+extern PFNGLGETQUERYOBJECTUI64VPROC gl3wGetQueryObjectui64v;
+extern PFNGLVERTEXP2UIPROC gl3wVertexP2ui;
+extern PFNGLVERTEXP2UIVPROC gl3wVertexP2uiv;
+extern PFNGLVERTEXP3UIPROC gl3wVertexP3ui;
+extern PFNGLVERTEXP3UIVPROC gl3wVertexP3uiv;
+extern PFNGLVERTEXP4UIPROC gl3wVertexP4ui;
+extern PFNGLVERTEXP4UIVPROC gl3wVertexP4uiv;
+extern PFNGLTEXCOORDP1UIPROC gl3wTexCoordP1ui;
+extern PFNGLTEXCOORDP1UIVPROC gl3wTexCoordP1uiv;
+extern PFNGLTEXCOORDP2UIPROC gl3wTexCoordP2ui;
+extern PFNGLTEXCOORDP2UIVPROC gl3wTexCoordP2uiv;
+extern PFNGLTEXCOORDP3UIPROC gl3wTexCoordP3ui;
+extern PFNGLTEXCOORDP3UIVPROC gl3wTexCoordP3uiv;
+extern PFNGLTEXCOORDP4UIPROC gl3wTexCoordP4ui;
+extern PFNGLTEXCOORDP4UIVPROC gl3wTexCoordP4uiv;
+extern PFNGLMULTITEXCOORDP1UIPROC gl3wMultiTexCoordP1ui;
+extern PFNGLMULTITEXCOORDP1UIVPROC gl3wMultiTexCoordP1uiv;
+extern PFNGLMULTITEXCOORDP2UIPROC gl3wMultiTexCoordP2ui;
+extern PFNGLMULTITEXCOORDP2UIVPROC gl3wMultiTexCoordP2uiv;
+extern PFNGLMULTITEXCOORDP3UIPROC gl3wMultiTexCoordP3ui;
+extern PFNGLMULTITEXCOORDP3UIVPROC gl3wMultiTexCoordP3uiv;
+extern PFNGLMULTITEXCOORDP4UIPROC gl3wMultiTexCoordP4ui;
+extern PFNGLMULTITEXCOORDP4UIVPROC gl3wMultiTexCoordP4uiv;
+extern PFNGLNORMALP3UIPROC gl3wNormalP3ui;
+extern PFNGLNORMALP3UIVPROC gl3wNormalP3uiv;
+extern PFNGLCOLORP3UIPROC gl3wColorP3ui;
+extern PFNGLCOLORP3UIVPROC gl3wColorP3uiv;
+extern PFNGLCOLORP4UIPROC gl3wColorP4ui;
+extern PFNGLCOLORP4UIVPROC gl3wColorP4uiv;
+extern PFNGLSECONDARYCOLORP3UIPROC gl3wSecondaryColorP3ui;
+extern PFNGLSECONDARYCOLORP3UIVPROC gl3wSecondaryColorP3uiv;
+extern PFNGLVERTEXATTRIBP1UIPROC gl3wVertexAttribP1ui;
+extern PFNGLVERTEXATTRIBP1UIVPROC gl3wVertexAttribP1uiv;
+extern PFNGLVERTEXATTRIBP2UIPROC gl3wVertexAttribP2ui;
+extern PFNGLVERTEXATTRIBP2UIVPROC gl3wVertexAttribP2uiv;
+extern PFNGLVERTEXATTRIBP3UIPROC gl3wVertexAttribP3ui;
+extern PFNGLVERTEXATTRIBP3UIVPROC gl3wVertexAttribP3uiv;
+extern PFNGLVERTEXATTRIBP4UIPROC gl3wVertexAttribP4ui;
+extern PFNGLVERTEXATTRIBP4UIVPROC gl3wVertexAttribP4uiv;
+extern PFNGLDRAWARRAYSINDIRECTPROC gl3wDrawArraysIndirect;
+extern PFNGLDRAWELEMENTSINDIRECTPROC gl3wDrawElementsIndirect;
+extern PFNGLUNIFORM1DPROC gl3wUniform1d;
+extern PFNGLUNIFORM2DPROC gl3wUniform2d;
+extern PFNGLUNIFORM3DPROC gl3wUniform3d;
+extern PFNGLUNIFORM4DPROC gl3wUniform4d;
+extern PFNGLUNIFORM1DVPROC gl3wUniform1dv;
+extern PFNGLUNIFORM2DVPROC gl3wUniform2dv;
+extern PFNGLUNIFORM3DVPROC gl3wUniform3dv;
+extern PFNGLUNIFORM4DVPROC gl3wUniform4dv;
+extern PFNGLUNIFORMMATRIX2DVPROC gl3wUniformMatrix2dv;
+extern PFNGLUNIFORMMATRIX3DVPROC gl3wUniformMatrix3dv;
+extern PFNGLUNIFORMMATRIX4DVPROC gl3wUniformMatrix4dv;
+extern PFNGLUNIFORMMATRIX2X3DVPROC gl3wUniformMatrix2x3dv;
+extern PFNGLUNIFORMMATRIX2X4DVPROC gl3wUniformMatrix2x4dv;
+extern PFNGLUNIFORMMATRIX3X2DVPROC gl3wUniformMatrix3x2dv;
+extern PFNGLUNIFORMMATRIX3X4DVPROC gl3wUniformMatrix3x4dv;
+extern PFNGLUNIFORMMATRIX4X2DVPROC gl3wUniformMatrix4x2dv;
+extern PFNGLUNIFORMMATRIX4X3DVPROC gl3wUniformMatrix4x3dv;
+extern PFNGLGETUNIFORMDVPROC gl3wGetUniformdv;
+extern PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC gl3wGetSubroutineUniformLocation;
+extern PFNGLGETSUBROUTINEINDEXPROC gl3wGetSubroutineIndex;
+extern PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC gl3wGetActiveSubroutineUniformiv;
+extern PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC gl3wGetActiveSubroutineUniformName;
+extern PFNGLGETACTIVESUBROUTINENAMEPROC gl3wGetActiveSubroutineName;
+extern PFNGLUNIFORMSUBROUTINESUIVPROC gl3wUniformSubroutinesuiv;
+extern PFNGLGETUNIFORMSUBROUTINEUIVPROC gl3wGetUniformSubroutineuiv;
+extern PFNGLGETPROGRAMSTAGEIVPROC gl3wGetProgramStageiv;
+extern PFNGLPATCHPARAMETERIPROC gl3wPatchParameteri;
+extern PFNGLPATCHPARAMETERFVPROC gl3wPatchParameterfv;
+extern PFNGLBINDTRANSFORMFEEDBACKPROC gl3wBindTransformFeedback;
+extern PFNGLDELETETRANSFORMFEEDBACKSPROC gl3wDeleteTransformFeedbacks;
+extern PFNGLGENTRANSFORMFEEDBACKSPROC gl3wGenTransformFeedbacks;
+extern PFNGLISTRANSFORMFEEDBACKPROC gl3wIsTransformFeedback;
+extern PFNGLPAUSETRANSFORMFEEDBACKPROC gl3wPauseTransformFeedback;
+extern PFNGLRESUMETRANSFORMFEEDBACKPROC gl3wResumeTransformFeedback;
+extern PFNGLDRAWTRANSFORMFEEDBACKPROC gl3wDrawTransformFeedback;
+extern PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC gl3wDrawTransformFeedbackStream;
+extern PFNGLBEGINQUERYINDEXEDPROC gl3wBeginQueryIndexed;
+extern PFNGLENDQUERYINDEXEDPROC gl3wEndQueryIndexed;
+extern PFNGLGETQUERYINDEXEDIVPROC gl3wGetQueryIndexediv;
+extern PFNGLRELEASESHADERCOMPILERPROC gl3wReleaseShaderCompiler;
+extern PFNGLSHADERBINARYPROC gl3wShaderBinary;
+extern PFNGLGETSHADERPRECISIONFORMATPROC gl3wGetShaderPrecisionFormat;
+extern PFNGLDEPTHRANGEFPROC gl3wDepthRangef;
+extern PFNGLCLEARDEPTHFPROC gl3wClearDepthf;
+extern PFNGLGETPROGRAMBINARYPROC gl3wGetProgramBinary;
+extern PFNGLPROGRAMBINARYPROC gl3wProgramBinary;
+extern PFNGLPROGRAMPARAMETERIPROC gl3wProgramParameteri;
+extern PFNGLUSEPROGRAMSTAGESPROC gl3wUseProgramStages;
+extern PFNGLACTIVESHADERPROGRAMPROC gl3wActiveShaderProgram;
+extern PFNGLCREATESHADERPROGRAMVPROC gl3wCreateShaderProgramv;
+extern PFNGLBINDPROGRAMPIPELINEPROC gl3wBindProgramPipeline;
+extern PFNGLDELETEPROGRAMPIPELINESPROC gl3wDeleteProgramPipelines;
+extern PFNGLGENPROGRAMPIPELINESPROC gl3wGenProgramPipelines;
+extern PFNGLISPROGRAMPIPELINEPROC gl3wIsProgramPipeline;
+extern PFNGLGETPROGRAMPIPELINEIVPROC gl3wGetProgramPipelineiv;
+extern PFNGLPROGRAMUNIFORM1IPROC gl3wProgramUniform1i;
+extern PFNGLPROGRAMUNIFORM1IVPROC gl3wProgramUniform1iv;
+extern PFNGLPROGRAMUNIFORM1FPROC gl3wProgramUniform1f;
+extern PFNGLPROGRAMUNIFORM1FVPROC gl3wProgramUniform1fv;
+extern PFNGLPROGRAMUNIFORM1DPROC gl3wProgramUniform1d;
+extern PFNGLPROGRAMUNIFORM1DVPROC gl3wProgramUniform1dv;
+extern PFNGLPROGRAMUNIFORM1UIPROC gl3wProgramUniform1ui;
+extern PFNGLPROGRAMUNIFORM1UIVPROC gl3wProgramUniform1uiv;
+extern PFNGLPROGRAMUNIFORM2IPROC gl3wProgramUniform2i;
+extern PFNGLPROGRAMUNIFORM2IVPROC gl3wProgramUniform2iv;
+extern PFNGLPROGRAMUNIFORM2FPROC gl3wProgramUniform2f;
+extern PFNGLPROGRAMUNIFORM2FVPROC gl3wProgramUniform2fv;
+extern PFNGLPROGRAMUNIFORM2DPROC gl3wProgramUniform2d;
+extern PFNGLPROGRAMUNIFORM2DVPROC gl3wProgramUniform2dv;
+extern PFNGLPROGRAMUNIFORM2UIPROC gl3wProgramUniform2ui;
+extern PFNGLPROGRAMUNIFORM2UIVPROC gl3wProgramUniform2uiv;
+extern PFNGLPROGRAMUNIFORM3IPROC gl3wProgramUniform3i;
+extern PFNGLPROGRAMUNIFORM3IVPROC gl3wProgramUniform3iv;
+extern PFNGLPROGRAMUNIFORM3FPROC gl3wProgramUniform3f;
+extern PFNGLPROGRAMUNIFORM3FVPROC gl3wProgramUniform3fv;
+extern PFNGLPROGRAMUNIFORM3DPROC gl3wProgramUniform3d;
+extern PFNGLPROGRAMUNIFORM3DVPROC gl3wProgramUniform3dv;
+extern PFNGLPROGRAMUNIFORM3UIPROC gl3wProgramUniform3ui;
+extern PFNGLPROGRAMUNIFORM3UIVPROC gl3wProgramUniform3uiv;
+extern PFNGLPROGRAMUNIFORM4IPROC gl3wProgramUniform4i;
+extern PFNGLPROGRAMUNIFORM4IVPROC gl3wProgramUniform4iv;
+extern PFNGLPROGRAMUNIFORM4FPROC gl3wProgramUniform4f;
+extern PFNGLPROGRAMUNIFORM4FVPROC gl3wProgramUniform4fv;
+extern PFNGLPROGRAMUNIFORM4DPROC gl3wProgramUniform4d;
+extern PFNGLPROGRAMUNIFORM4DVPROC gl3wProgramUniform4dv;
+extern PFNGLPROGRAMUNIFORM4UIPROC gl3wProgramUniform4ui;
+extern PFNGLPROGRAMUNIFORM4UIVPROC gl3wProgramUniform4uiv;
+extern PFNGLPROGRAMUNIFORMMATRIX2FVPROC gl3wProgramUniformMatrix2fv;
+extern PFNGLPROGRAMUNIFORMMATRIX3FVPROC gl3wProgramUniformMatrix3fv;
+extern PFNGLPROGRAMUNIFORMMATRIX4FVPROC gl3wProgramUniformMatrix4fv;
+extern PFNGLPROGRAMUNIFORMMATRIX2DVPROC gl3wProgramUniformMatrix2dv;
+extern PFNGLPROGRAMUNIFORMMATRIX3DVPROC gl3wProgramUniformMatrix3dv;
+extern PFNGLPROGRAMUNIFORMMATRIX4DVPROC gl3wProgramUniformMatrix4dv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC gl3wProgramUniformMatrix2x3fv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC gl3wProgramUniformMatrix3x2fv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC gl3wProgramUniformMatrix2x4fv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC gl3wProgramUniformMatrix4x2fv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC gl3wProgramUniformMatrix3x4fv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC gl3wProgramUniformMatrix4x3fv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC gl3wProgramUniformMatrix2x3dv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC gl3wProgramUniformMatrix3x2dv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC gl3wProgramUniformMatrix2x4dv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC gl3wProgramUniformMatrix4x2dv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC gl3wProgramUniformMatrix3x4dv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC gl3wProgramUniformMatrix4x3dv;
+extern PFNGLVALIDATEPROGRAMPIPELINEPROC gl3wValidateProgramPipeline;
+extern PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl3wGetProgramPipelineInfoLog;
+extern PFNGLVERTEXATTRIBL1DPROC gl3wVertexAttribL1d;
+extern PFNGLVERTEXATTRIBL2DPROC gl3wVertexAttribL2d;
+extern PFNGLVERTEXATTRIBL3DPROC gl3wVertexAttribL3d;
+extern PFNGLVERTEXATTRIBL4DPROC gl3wVertexAttribL4d;
+extern PFNGLVERTEXATTRIBL1DVPROC gl3wVertexAttribL1dv;
+extern PFNGLVERTEXATTRIBL2DVPROC gl3wVertexAttribL2dv;
+extern PFNGLVERTEXATTRIBL3DVPROC gl3wVertexAttribL3dv;
+extern PFNGLVERTEXATTRIBL4DVPROC gl3wVertexAttribL4dv;
+extern PFNGLVERTEXATTRIBLPOINTERPROC gl3wVertexAttribLPointer;
+extern PFNGLGETVERTEXATTRIBLDVPROC gl3wGetVertexAttribLdv;
+extern PFNGLVIEWPORTARRAYVPROC gl3wViewportArrayv;
+extern PFNGLVIEWPORTINDEXEDFPROC gl3wViewportIndexedf;
+extern PFNGLVIEWPORTINDEXEDFVPROC gl3wViewportIndexedfv;
+extern PFNGLSCISSORARRAYVPROC gl3wScissorArrayv;
+extern PFNGLSCISSORINDEXEDPROC gl3wScissorIndexed;
+extern PFNGLSCISSORINDEXEDVPROC gl3wScissorIndexedv;
+extern PFNGLDEPTHRANGEARRAYVPROC gl3wDepthRangeArrayv;
+extern PFNGLDEPTHRANGEINDEXEDPROC gl3wDepthRangeIndexed;
+extern PFNGLGETFLOATI_VPROC gl3wGetFloati_v;
+extern PFNGLGETDOUBLEI_VPROC gl3wGetDoublei_v;
+extern PFNGLCREATESYNCFROMCLEVENTARBPROC gl3wCreateSyncFromCLeventARB;
+extern PFNGLDEBUGMESSAGECONTROLARBPROC gl3wDebugMessageControlARB;
+extern PFNGLDEBUGMESSAGEINSERTARBPROC gl3wDebugMessageInsertARB;
+extern PFNGLDEBUGMESSAGECALLBACKARBPROC gl3wDebugMessageCallbackARB;
+extern PFNGLGETDEBUGMESSAGELOGARBPROC gl3wGetDebugMessageLogARB;
+extern PFNGLGETGRAPHICSRESETSTATUSARBPROC gl3wGetGraphicsResetStatusARB;
+extern PFNGLGETNTEXIMAGEARBPROC gl3wGetnTexImageARB;
+extern PFNGLREADNPIXELSARBPROC gl3wReadnPixelsARB;
+extern PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC gl3wGetnCompressedTexImageARB;
+extern PFNGLGETNUNIFORMFVARBPROC gl3wGetnUniformfvARB;
+extern PFNGLGETNUNIFORMIVARBPROC gl3wGetnUniformivARB;
+extern PFNGLGETNUNIFORMUIVARBPROC gl3wGetnUniformuivARB;
+extern PFNGLGETNUNIFORMDVARBPROC gl3wGetnUniformdvARB;
+extern PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC gl3wDrawArraysInstancedBaseInstance;
+extern PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC gl3wDrawElementsInstancedBaseInstance;
+extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC gl3wDrawElementsInstancedBaseVertexBaseInstance;
+extern PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC gl3wDrawTransformFeedbackInstanced;
+extern PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC gl3wDrawTransformFeedbackStreamInstanced;
+extern PFNGLGETINTERNALFORMATIVPROC gl3wGetInternalformativ;
+extern PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC gl3wGetActiveAtomicCounterBufferiv;
+extern PFNGLBINDIMAGETEXTUREPROC gl3wBindImageTexture;
+extern PFNGLMEMORYBARRIERPROC gl3wMemoryBarrier;
+extern PFNGLTEXSTORAGE1DPROC gl3wTexStorage1D;
+extern PFNGLTEXSTORAGE2DPROC gl3wTexStorage2D;
+extern PFNGLTEXSTORAGE3DPROC gl3wTexStorage3D;
+extern PFNGLTEXTURESTORAGE1DEXTPROC gl3wTextureStorage1DEXT;
+extern PFNGLTEXTURESTORAGE2DEXTPROC gl3wTextureStorage2DEXT;
+extern PFNGLTEXTURESTORAGE3DEXTPROC gl3wTextureStorage3DEXT;
+extern PFNGLDEBUGMESSAGECONTROLPROC gl3wDebugMessageControl;
+extern PFNGLDEBUGMESSAGEINSERTPROC gl3wDebugMessageInsert;
+extern PFNGLDEBUGMESSAGECALLBACKPROC gl3wDebugMessageCallback;
+extern PFNGLGETDEBUGMESSAGELOGPROC gl3wGetDebugMessageLog;
+extern PFNGLPUSHDEBUGGROUPPROC gl3wPushDebugGroup;
+extern PFNGLPOPDEBUGGROUPPROC gl3wPopDebugGroup;
+extern PFNGLOBJECTLABELPROC gl3wObjectLabel;
+extern PFNGLGETOBJECTLABELPROC gl3wGetObjectLabel;
+extern PFNGLOBJECTPTRLABELPROC gl3wObjectPtrLabel;
+extern PFNGLGETOBJECTPTRLABELPROC gl3wGetObjectPtrLabel;
+extern PFNGLCLEARBUFFERDATAPROC gl3wClearBufferData;
+extern PFNGLCLEARBUFFERSUBDATAPROC gl3wClearBufferSubData;
+extern PFNGLCLEARNAMEDBUFFERDATAEXTPROC gl3wClearNamedBufferDataEXT;
+extern PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC gl3wClearNamedBufferSubDataEXT;
+extern PFNGLDISPATCHCOMPUTEPROC gl3wDispatchCompute;
+extern PFNGLDISPATCHCOMPUTEINDIRECTPROC gl3wDispatchComputeIndirect;
+extern PFNGLCOPYIMAGESUBDATAPROC gl3wCopyImageSubData;
+extern PFNGLTEXTUREVIEWPROC gl3wTextureView;
+extern PFNGLBINDVERTEXBUFFERPROC gl3wBindVertexBuffer;
+extern PFNGLVERTEXATTRIBFORMATPROC gl3wVertexAttribFormat;
+extern PFNGLVERTEXATTRIBIFORMATPROC gl3wVertexAttribIFormat;
+extern PFNGLVERTEXATTRIBLFORMATPROC gl3wVertexAttribLFormat;
+extern PFNGLVERTEXATTRIBBINDINGPROC gl3wVertexAttribBinding;
+extern PFNGLVERTEXBINDINGDIVISORPROC gl3wVertexBindingDivisor;
+extern PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC gl3wVertexArrayBindVertexBufferEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC gl3wVertexArrayVertexAttribFormatEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC gl3wVertexArrayVertexAttribIFormatEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC gl3wVertexArrayVertexAttribLFormatEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC gl3wVertexArrayVertexAttribBindingEXT;
+extern PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC gl3wVertexArrayVertexBindingDivisorEXT;
+extern PFNGLFRAMEBUFFERPARAMETERIPROC gl3wFramebufferParameteri;
+extern PFNGLGETFRAMEBUFFERPARAMETERIVPROC gl3wGetFramebufferParameteriv;
+extern PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC gl3wNamedFramebufferParameteriEXT;
+extern PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC gl3wGetNamedFramebufferParameterivEXT;
+extern PFNGLGETINTERNALFORMATI64VPROC gl3wGetInternalformati64v;
+extern PFNGLINVALIDATETEXSUBIMAGEPROC gl3wInvalidateTexSubImage;
+extern PFNGLINVALIDATETEXIMAGEPROC gl3wInvalidateTexImage;
+extern PFNGLINVALIDATEBUFFERSUBDATAPROC gl3wInvalidateBufferSubData;
+extern PFNGLINVALIDATEBUFFERDATAPROC gl3wInvalidateBufferData;
+extern PFNGLINVALIDATEFRAMEBUFFERPROC gl3wInvalidateFramebuffer;
+extern PFNGLINVALIDATESUBFRAMEBUFFERPROC gl3wInvalidateSubFramebuffer;
+extern PFNGLMULTIDRAWARRAYSINDIRECTPROC gl3wMultiDrawArraysIndirect;
+extern PFNGLMULTIDRAWELEMENTSINDIRECTPROC gl3wMultiDrawElementsIndirect;
+extern PFNGLGETPROGRAMINTERFACEIVPROC gl3wGetProgramInterfaceiv;
+extern PFNGLGETPROGRAMRESOURCEINDEXPROC gl3wGetProgramResourceIndex;
+extern PFNGLGETPROGRAMRESOURCENAMEPROC gl3wGetProgramResourceName;
+extern PFNGLGETPROGRAMRESOURCEIVPROC gl3wGetProgramResourceiv;
+extern PFNGLGETPROGRAMRESOURCELOCATIONPROC gl3wGetProgramResourceLocation;
+extern PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC gl3wGetProgramResourceLocationIndex;
+extern PFNGLSHADERSTORAGEBLOCKBINDINGPROC gl3wShaderStorageBlockBinding;
+extern PFNGLTEXBUFFERRANGEPROC gl3wTexBufferRange;
+extern PFNGLTEXTUREBUFFERRANGEEXTPROC gl3wTextureBufferRangeEXT;
+extern PFNGLTEXSTORAGE2DMULTISAMPLEPROC gl3wTexStorage2DMultisample;
+extern PFNGLTEXSTORAGE3DMULTISAMPLEPROC gl3wTexStorage3DMultisample;
+extern PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC gl3wTextureStorage2DMultisampleEXT;
+extern PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC gl3wTextureStorage3DMultisampleEXT;
+
+#define glCullFace		gl3wCullFace
+#define glFrontFace		gl3wFrontFace
+#define glHint		gl3wHint
+#define glLineWidth		gl3wLineWidth
+#define glPointSize		gl3wPointSize
+#define glPolygonMode		gl3wPolygonMode
+#define glScissor		gl3wScissor
+#define glTexParameterf		gl3wTexParameterf
+#define glTexParameterfv		gl3wTexParameterfv
+#define glTexParameteri		gl3wTexParameteri
+#define glTexParameteriv		gl3wTexParameteriv
+#define glTexImage1D		gl3wTexImage1D
+#define glTexImage2D		gl3wTexImage2D
+#define glDrawBuffer		gl3wDrawBuffer
+#define glClear		gl3wClear
+#define glClearColor		gl3wClearColor
+#define glClearStencil		gl3wClearStencil
+#define glClearDepth		gl3wClearDepth
+#define glStencilMask		gl3wStencilMask
+#define glColorMask		gl3wColorMask
+#define glDepthMask		gl3wDepthMask
+#define glDisable		gl3wDisable
+#define glEnable		gl3wEnable
+#define glFinish		gl3wFinish
+#define glFlush		gl3wFlush
+#define glBlendFunc		gl3wBlendFunc
+#define glLogicOp		gl3wLogicOp
+#define glStencilFunc		gl3wStencilFunc
+#define glStencilOp		gl3wStencilOp
+#define glDepthFunc		gl3wDepthFunc
+#define glPixelStoref		gl3wPixelStoref
+#define glPixelStorei		gl3wPixelStorei
+#define glReadBuffer		gl3wReadBuffer
+#define glReadPixels		gl3wReadPixels
+#define glGetBooleanv		gl3wGetBooleanv
+#define glGetDoublev		gl3wGetDoublev
+#define glGetError		gl3wGetError
+#define glGetFloatv		gl3wGetFloatv
+#define glGetIntegerv		gl3wGetIntegerv
+#define glGetString		gl3wGetString
+#define glGetTexImage		gl3wGetTexImage
+#define glGetTexParameterfv		gl3wGetTexParameterfv
+#define glGetTexParameteriv		gl3wGetTexParameteriv
+#define glGetTexLevelParameterfv		gl3wGetTexLevelParameterfv
+#define glGetTexLevelParameteriv		gl3wGetTexLevelParameteriv
+#define glIsEnabled		gl3wIsEnabled
+#define glDepthRange		gl3wDepthRange
+#define glViewport		gl3wViewport
+#define glDrawArrays		gl3wDrawArrays
+#define glDrawElements		gl3wDrawElements
+#define glGetPointerv		gl3wGetPointerv
+#define glPolygonOffset		gl3wPolygonOffset
+#define glCopyTexImage1D		gl3wCopyTexImage1D
+#define glCopyTexImage2D		gl3wCopyTexImage2D
+#define glCopyTexSubImage1D		gl3wCopyTexSubImage1D
+#define glCopyTexSubImage2D		gl3wCopyTexSubImage2D
+#define glTexSubImage1D		gl3wTexSubImage1D
+#define glTexSubImage2D		gl3wTexSubImage2D
+#define glBindTexture		gl3wBindTexture
+#define glDeleteTextures		gl3wDeleteTextures
+#define glGenTextures		gl3wGenTextures
+#define glIsTexture		gl3wIsTexture
+#define glBlendColor		gl3wBlendColor
+#define glBlendEquation		gl3wBlendEquation
+#define glDrawRangeElements		gl3wDrawRangeElements
+#define glTexImage3D		gl3wTexImage3D
+#define glTexSubImage3D		gl3wTexSubImage3D
+#define glCopyTexSubImage3D		gl3wCopyTexSubImage3D
+#define glActiveTexture		gl3wActiveTexture
+#define glSampleCoverage		gl3wSampleCoverage
+#define glCompressedTexImage3D		gl3wCompressedTexImage3D
+#define glCompressedTexImage2D		gl3wCompressedTexImage2D
+#define glCompressedTexImage1D		gl3wCompressedTexImage1D
+#define glCompressedTexSubImage3D		gl3wCompressedTexSubImage3D
+#define glCompressedTexSubImage2D		gl3wCompressedTexSubImage2D
+#define glCompressedTexSubImage1D		gl3wCompressedTexSubImage1D
+#define glGetCompressedTexImage		gl3wGetCompressedTexImage
+#define glBlendFuncSeparate		gl3wBlendFuncSeparate
+#define glMultiDrawArrays		gl3wMultiDrawArrays
+#define glMultiDrawElements		gl3wMultiDrawElements
+#define glPointParameterf		gl3wPointParameterf
+#define glPointParameterfv		gl3wPointParameterfv
+#define glPointParameteri		gl3wPointParameteri
+#define glPointParameteriv		gl3wPointParameteriv
+#define glGenQueries		gl3wGenQueries
+#define glDeleteQueries		gl3wDeleteQueries
+#define glIsQuery		gl3wIsQuery
+#define glBeginQuery		gl3wBeginQuery
+#define glEndQuery		gl3wEndQuery
+#define glGetQueryiv		gl3wGetQueryiv
+#define glGetQueryObjectiv		gl3wGetQueryObjectiv
+#define glGetQueryObjectuiv		gl3wGetQueryObjectuiv
+#define glBindBuffer		gl3wBindBuffer
+#define glDeleteBuffers		gl3wDeleteBuffers
+#define glGenBuffers		gl3wGenBuffers
+#define glIsBuffer		gl3wIsBuffer
+#define glBufferData		gl3wBufferData
+#define glBufferSubData		gl3wBufferSubData
+#define glGetBufferSubData		gl3wGetBufferSubData
+#define glMapBuffer		gl3wMapBuffer
+#define glUnmapBuffer		gl3wUnmapBuffer
+#define glGetBufferParameteriv		gl3wGetBufferParameteriv
+#define glGetBufferPointerv		gl3wGetBufferPointerv
+#define glBlendEquationSeparate		gl3wBlendEquationSeparate
+#define glDrawBuffers		gl3wDrawBuffers
+#define glStencilOpSeparate		gl3wStencilOpSeparate
+#define glStencilFuncSeparate		gl3wStencilFuncSeparate
+#define glStencilMaskSeparate		gl3wStencilMaskSeparate
+#define glAttachShader		gl3wAttachShader
+#define glBindAttribLocation		gl3wBindAttribLocation
+#define glCompileShader		gl3wCompileShader
+#define glCreateProgram		gl3wCreateProgram
+#define glCreateShader		gl3wCreateShader
+#define glDeleteProgram		gl3wDeleteProgram
+#define glDeleteShader		gl3wDeleteShader
+#define glDetachShader		gl3wDetachShader
+#define glDisableVertexAttribArray		gl3wDisableVertexAttribArray
+#define glEnableVertexAttribArray		gl3wEnableVertexAttribArray
+#define glGetActiveAttrib		gl3wGetActiveAttrib
+#define glGetActiveUniform		gl3wGetActiveUniform
+#define glGetAttachedShaders		gl3wGetAttachedShaders
+#define glGetAttribLocation		gl3wGetAttribLocation
+#define glGetProgramiv		gl3wGetProgramiv
+#define glGetProgramInfoLog		gl3wGetProgramInfoLog
+#define glGetShaderiv		gl3wGetShaderiv
+#define glGetShaderInfoLog		gl3wGetShaderInfoLog
+#define glGetShaderSource		gl3wGetShaderSource
+#define glGetUniformLocation		gl3wGetUniformLocation
+#define glGetUniformfv		gl3wGetUniformfv
+#define glGetUniformiv		gl3wGetUniformiv
+#define glGetVertexAttribdv		gl3wGetVertexAttribdv
+#define glGetVertexAttribfv		gl3wGetVertexAttribfv
+#define glGetVertexAttribiv		gl3wGetVertexAttribiv
+#define glGetVertexAttribPointerv		gl3wGetVertexAttribPointerv
+#define glIsProgram		gl3wIsProgram
+#define glIsShader		gl3wIsShader
+#define glLinkProgram		gl3wLinkProgram
+#define glShaderSource		gl3wShaderSource
+#define glUseProgram		gl3wUseProgram
+#define glUniform1f		gl3wUniform1f
+#define glUniform2f		gl3wUniform2f
+#define glUniform3f		gl3wUniform3f
+#define glUniform4f		gl3wUniform4f
+#define glUniform1i		gl3wUniform1i
+#define glUniform2i		gl3wUniform2i
+#define glUniform3i		gl3wUniform3i
+#define glUniform4i		gl3wUniform4i
+#define glUniform1fv		gl3wUniform1fv
+#define glUniform2fv		gl3wUniform2fv
+#define glUniform3fv		gl3wUniform3fv
+#define glUniform4fv		gl3wUniform4fv
+#define glUniform1iv		gl3wUniform1iv
+#define glUniform2iv		gl3wUniform2iv
+#define glUniform3iv		gl3wUniform3iv
+#define glUniform4iv		gl3wUniform4iv
+#define glUniformMatrix2fv		gl3wUniformMatrix2fv
+#define glUniformMatrix3fv		gl3wUniformMatrix3fv
+#define glUniformMatrix4fv		gl3wUniformMatrix4fv
+#define glValidateProgram		gl3wValidateProgram
+#define glVertexAttrib1d		gl3wVertexAttrib1d
+#define glVertexAttrib1dv		gl3wVertexAttrib1dv
+#define glVertexAttrib1f		gl3wVertexAttrib1f
+#define glVertexAttrib1fv		gl3wVertexAttrib1fv
+#define glVertexAttrib1s		gl3wVertexAttrib1s
+#define glVertexAttrib1sv		gl3wVertexAttrib1sv
+#define glVertexAttrib2d		gl3wVertexAttrib2d
+#define glVertexAttrib2dv		gl3wVertexAttrib2dv
+#define glVertexAttrib2f		gl3wVertexAttrib2f
+#define glVertexAttrib2fv		gl3wVertexAttrib2fv
+#define glVertexAttrib2s		gl3wVertexAttrib2s
+#define glVertexAttrib2sv		gl3wVertexAttrib2sv
+#define glVertexAttrib3d		gl3wVertexAttrib3d
+#define glVertexAttrib3dv		gl3wVertexAttrib3dv
+#define glVertexAttrib3f		gl3wVertexAttrib3f
+#define glVertexAttrib3fv		gl3wVertexAttrib3fv
+#define glVertexAttrib3s		gl3wVertexAttrib3s
+#define glVertexAttrib3sv		gl3wVertexAttrib3sv
+#define glVertexAttrib4Nbv		gl3wVertexAttrib4Nbv
+#define glVertexAttrib4Niv		gl3wVertexAttrib4Niv
+#define glVertexAttrib4Nsv		gl3wVertexAttrib4Nsv
+#define glVertexAttrib4Nub		gl3wVertexAttrib4Nub
+#define glVertexAttrib4Nubv		gl3wVertexAttrib4Nubv
+#define glVertexAttrib4Nuiv		gl3wVertexAttrib4Nuiv
+#define glVertexAttrib4Nusv		gl3wVertexAttrib4Nusv
+#define glVertexAttrib4bv		gl3wVertexAttrib4bv
+#define glVertexAttrib4d		gl3wVertexAttrib4d
+#define glVertexAttrib4dv		gl3wVertexAttrib4dv
+#define glVertexAttrib4f		gl3wVertexAttrib4f
+#define glVertexAttrib4fv		gl3wVertexAttrib4fv
+#define glVertexAttrib4iv		gl3wVertexAttrib4iv
+#define glVertexAttrib4s		gl3wVertexAttrib4s
+#define glVertexAttrib4sv		gl3wVertexAttrib4sv
+#define glVertexAttrib4ubv		gl3wVertexAttrib4ubv
+#define glVertexAttrib4uiv		gl3wVertexAttrib4uiv
+#define glVertexAttrib4usv		gl3wVertexAttrib4usv
+#define glVertexAttribPointer		gl3wVertexAttribPointer
+#define glUniformMatrix2x3fv		gl3wUniformMatrix2x3fv
+#define glUniformMatrix3x2fv		gl3wUniformMatrix3x2fv
+#define glUniformMatrix2x4fv		gl3wUniformMatrix2x4fv
+#define glUniformMatrix4x2fv		gl3wUniformMatrix4x2fv
+#define glUniformMatrix3x4fv		gl3wUniformMatrix3x4fv
+#define glUniformMatrix4x3fv		gl3wUniformMatrix4x3fv
+#define glColorMaski		gl3wColorMaski
+#define glGetBooleani_v		gl3wGetBooleani_v
+#define glGetIntegeri_v		gl3wGetIntegeri_v
+#define glEnablei		gl3wEnablei
+#define glDisablei		gl3wDisablei
+#define glIsEnabledi		gl3wIsEnabledi
+#define glBeginTransformFeedback		gl3wBeginTransformFeedback
+#define glEndTransformFeedback		gl3wEndTransformFeedback
+#define glBindBufferRange		gl3wBindBufferRange
+#define glBindBufferBase		gl3wBindBufferBase
+#define glTransformFeedbackVaryings		gl3wTransformFeedbackVaryings
+#define glGetTransformFeedbackVarying		gl3wGetTransformFeedbackVarying
+#define glClampColor		gl3wClampColor
+#define glBeginConditionalRender		gl3wBeginConditionalRender
+#define glEndConditionalRender		gl3wEndConditionalRender
+#define glVertexAttribIPointer		gl3wVertexAttribIPointer
+#define glGetVertexAttribIiv		gl3wGetVertexAttribIiv
+#define glGetVertexAttribIuiv		gl3wGetVertexAttribIuiv
+#define glVertexAttribI1i		gl3wVertexAttribI1i
+#define glVertexAttribI2i		gl3wVertexAttribI2i
+#define glVertexAttribI3i		gl3wVertexAttribI3i
+#define glVertexAttribI4i		gl3wVertexAttribI4i
+#define glVertexAttribI1ui		gl3wVertexAttribI1ui
+#define glVertexAttribI2ui		gl3wVertexAttribI2ui
+#define glVertexAttribI3ui		gl3wVertexAttribI3ui
+#define glVertexAttribI4ui		gl3wVertexAttribI4ui
+#define glVertexAttribI1iv		gl3wVertexAttribI1iv
+#define glVertexAttribI2iv		gl3wVertexAttribI2iv
+#define glVertexAttribI3iv		gl3wVertexAttribI3iv
+#define glVertexAttribI4iv		gl3wVertexAttribI4iv
+#define glVertexAttribI1uiv		gl3wVertexAttribI1uiv
+#define glVertexAttribI2uiv		gl3wVertexAttribI2uiv
+#define glVertexAttribI3uiv		gl3wVertexAttribI3uiv
+#define glVertexAttribI4uiv		gl3wVertexAttribI4uiv
+#define glVertexAttribI4bv		gl3wVertexAttribI4bv
+#define glVertexAttribI4sv		gl3wVertexAttribI4sv
+#define glVertexAttribI4ubv		gl3wVertexAttribI4ubv
+#define glVertexAttribI4usv		gl3wVertexAttribI4usv
+#define glGetUniformuiv		gl3wGetUniformuiv
+#define glBindFragDataLocation		gl3wBindFragDataLocation
+#define glGetFragDataLocation		gl3wGetFragDataLocation
+#define glUniform1ui		gl3wUniform1ui
+#define glUniform2ui		gl3wUniform2ui
+#define glUniform3ui		gl3wUniform3ui
+#define glUniform4ui		gl3wUniform4ui
+#define glUniform1uiv		gl3wUniform1uiv
+#define glUniform2uiv		gl3wUniform2uiv
+#define glUniform3uiv		gl3wUniform3uiv
+#define glUniform4uiv		gl3wUniform4uiv
+#define glTexParameterIiv		gl3wTexParameterIiv
+#define glTexParameterIuiv		gl3wTexParameterIuiv
+#define glGetTexParameterIiv		gl3wGetTexParameterIiv
+#define glGetTexParameterIuiv		gl3wGetTexParameterIuiv
+#define glClearBufferiv		gl3wClearBufferiv
+#define glClearBufferuiv		gl3wClearBufferuiv
+#define glClearBufferfv		gl3wClearBufferfv
+#define glClearBufferfi		gl3wClearBufferfi
+#define glGetStringi		gl3wGetStringi
+#define glDrawArraysInstanced		gl3wDrawArraysInstanced
+#define glDrawElementsInstanced		gl3wDrawElementsInstanced
+#define glTexBuffer		gl3wTexBuffer
+#define glPrimitiveRestartIndex		gl3wPrimitiveRestartIndex
+#define glGetInteger64i_v		gl3wGetInteger64i_v
+#define glGetBufferParameteri64v		gl3wGetBufferParameteri64v
+#define glFramebufferTexture		gl3wFramebufferTexture
+#define glVertexAttribDivisor		gl3wVertexAttribDivisor
+#define glMinSampleShading		gl3wMinSampleShading
+#define glBlendEquationi		gl3wBlendEquationi
+#define glBlendEquationSeparatei		gl3wBlendEquationSeparatei
+#define glBlendFunci		gl3wBlendFunci
+#define glBlendFuncSeparatei		gl3wBlendFuncSeparatei
+#define glIsRenderbuffer		gl3wIsRenderbuffer
+#define glBindRenderbuffer		gl3wBindRenderbuffer
+#define glDeleteRenderbuffers		gl3wDeleteRenderbuffers
+#define glGenRenderbuffers		gl3wGenRenderbuffers
+#define glRenderbufferStorage		gl3wRenderbufferStorage
+#define glGetRenderbufferParameteriv		gl3wGetRenderbufferParameteriv
+#define glIsFramebuffer		gl3wIsFramebuffer
+#define glBindFramebuffer		gl3wBindFramebuffer
+#define glDeleteFramebuffers		gl3wDeleteFramebuffers
+#define glGenFramebuffers		gl3wGenFramebuffers
+#define glCheckFramebufferStatus		gl3wCheckFramebufferStatus
+#define glFramebufferTexture1D		gl3wFramebufferTexture1D
+#define glFramebufferTexture2D		gl3wFramebufferTexture2D
+#define glFramebufferTexture3D		gl3wFramebufferTexture3D
+#define glFramebufferRenderbuffer		gl3wFramebufferRenderbuffer
+#define glGetFramebufferAttachmentParameteriv		gl3wGetFramebufferAttachmentParameteriv
+#define glGenerateMipmap		gl3wGenerateMipmap
+#define glBlitFramebuffer		gl3wBlitFramebuffer
+#define glRenderbufferStorageMultisample		gl3wRenderbufferStorageMultisample
+#define glFramebufferTextureLayer		gl3wFramebufferTextureLayer
+#define glMapBufferRange		gl3wMapBufferRange
+#define glFlushMappedBufferRange		gl3wFlushMappedBufferRange
+#define glBindVertexArray		gl3wBindVertexArray
+#define glDeleteVertexArrays		gl3wDeleteVertexArrays
+#define glGenVertexArrays		gl3wGenVertexArrays
+#define glIsVertexArray		gl3wIsVertexArray
+#define glGetUniformIndices		gl3wGetUniformIndices
+#define glGetActiveUniformsiv		gl3wGetActiveUniformsiv
+#define glGetActiveUniformName		gl3wGetActiveUniformName
+#define glGetUniformBlockIndex		gl3wGetUniformBlockIndex
+#define glGetActiveUniformBlockiv		gl3wGetActiveUniformBlockiv
+#define glGetActiveUniformBlockName		gl3wGetActiveUniformBlockName
+#define glUniformBlockBinding		gl3wUniformBlockBinding
+#define glCopyBufferSubData		gl3wCopyBufferSubData
+#define glDrawElementsBaseVertex		gl3wDrawElementsBaseVertex
+#define glDrawRangeElementsBaseVertex		gl3wDrawRangeElementsBaseVertex
+#define glDrawElementsInstancedBaseVertex		gl3wDrawElementsInstancedBaseVertex
+#define glMultiDrawElementsBaseVertex		gl3wMultiDrawElementsBaseVertex
+#define glProvokingVertex		gl3wProvokingVertex
+#define glFenceSync		gl3wFenceSync
+#define glIsSync		gl3wIsSync
+#define glDeleteSync		gl3wDeleteSync
+#define glClientWaitSync		gl3wClientWaitSync
+#define glWaitSync		gl3wWaitSync
+#define glGetInteger64v		gl3wGetInteger64v
+#define glGetSynciv		gl3wGetSynciv
+#define glTexImage2DMultisample		gl3wTexImage2DMultisample
+#define glTexImage3DMultisample		gl3wTexImage3DMultisample
+#define glGetMultisamplefv		gl3wGetMultisamplefv
+#define glSampleMaski		gl3wSampleMaski
+#define glBlendEquationiARB		gl3wBlendEquationiARB
+#define glBlendEquationSeparateiARB		gl3wBlendEquationSeparateiARB
+#define glBlendFunciARB		gl3wBlendFunciARB
+#define glBlendFuncSeparateiARB		gl3wBlendFuncSeparateiARB
+#define glMinSampleShadingARB		gl3wMinSampleShadingARB
+#define glNamedStringARB		gl3wNamedStringARB
+#define glDeleteNamedStringARB		gl3wDeleteNamedStringARB
+#define glCompileShaderIncludeARB		gl3wCompileShaderIncludeARB
+#define glIsNamedStringARB		gl3wIsNamedStringARB
+#define glGetNamedStringARB		gl3wGetNamedStringARB
+#define glGetNamedStringivARB		gl3wGetNamedStringivARB
+#define glBindFragDataLocationIndexed		gl3wBindFragDataLocationIndexed
+#define glGetFragDataIndex		gl3wGetFragDataIndex
+#define glGenSamplers		gl3wGenSamplers
+#define glDeleteSamplers		gl3wDeleteSamplers
+#define glIsSampler		gl3wIsSampler
+#define glBindSampler		gl3wBindSampler
+#define glSamplerParameteri		gl3wSamplerParameteri
+#define glSamplerParameteriv		gl3wSamplerParameteriv
+#define glSamplerParameterf		gl3wSamplerParameterf
+#define glSamplerParameterfv		gl3wSamplerParameterfv
+#define glSamplerParameterIiv		gl3wSamplerParameterIiv
+#define glSamplerParameterIuiv		gl3wSamplerParameterIuiv
+#define glGetSamplerParameteriv		gl3wGetSamplerParameteriv
+#define glGetSamplerParameterIiv		gl3wGetSamplerParameterIiv
+#define glGetSamplerParameterfv		gl3wGetSamplerParameterfv
+#define glGetSamplerParameterIuiv		gl3wGetSamplerParameterIuiv
+#define glQueryCounter		gl3wQueryCounter
+#define glGetQueryObjecti64v		gl3wGetQueryObjecti64v
+#define glGetQueryObjectui64v		gl3wGetQueryObjectui64v
+#define glVertexP2ui		gl3wVertexP2ui
+#define glVertexP2uiv		gl3wVertexP2uiv
+#define glVertexP3ui		gl3wVertexP3ui
+#define glVertexP3uiv		gl3wVertexP3uiv
+#define glVertexP4ui		gl3wVertexP4ui
+#define glVertexP4uiv		gl3wVertexP4uiv
+#define glTexCoordP1ui		gl3wTexCoordP1ui
+#define glTexCoordP1uiv		gl3wTexCoordP1uiv
+#define glTexCoordP2ui		gl3wTexCoordP2ui
+#define glTexCoordP2uiv		gl3wTexCoordP2uiv
+#define glTexCoordP3ui		gl3wTexCoordP3ui
+#define glTexCoordP3uiv		gl3wTexCoordP3uiv
+#define glTexCoordP4ui		gl3wTexCoordP4ui
+#define glTexCoordP4uiv		gl3wTexCoordP4uiv
+#define glMultiTexCoordP1ui		gl3wMultiTexCoordP1ui
+#define glMultiTexCoordP1uiv		gl3wMultiTexCoordP1uiv
+#define glMultiTexCoordP2ui		gl3wMultiTexCoordP2ui
+#define glMultiTexCoordP2uiv		gl3wMultiTexCoordP2uiv
+#define glMultiTexCoordP3ui		gl3wMultiTexCoordP3ui
+#define glMultiTexCoordP3uiv		gl3wMultiTexCoordP3uiv
+#define glMultiTexCoordP4ui		gl3wMultiTexCoordP4ui
+#define glMultiTexCoordP4uiv		gl3wMultiTexCoordP4uiv
+#define glNormalP3ui		gl3wNormalP3ui
+#define glNormalP3uiv		gl3wNormalP3uiv
+#define glColorP3ui		gl3wColorP3ui
+#define glColorP3uiv		gl3wColorP3uiv
+#define glColorP4ui		gl3wColorP4ui
+#define glColorP4uiv		gl3wColorP4uiv
+#define glSecondaryColorP3ui		gl3wSecondaryColorP3ui
+#define glSecondaryColorP3uiv		gl3wSecondaryColorP3uiv
+#define glVertexAttribP1ui		gl3wVertexAttribP1ui
+#define glVertexAttribP1uiv		gl3wVertexAttribP1uiv
+#define glVertexAttribP2ui		gl3wVertexAttribP2ui
+#define glVertexAttribP2uiv		gl3wVertexAttribP2uiv
+#define glVertexAttribP3ui		gl3wVertexAttribP3ui
+#define glVertexAttribP3uiv		gl3wVertexAttribP3uiv
+#define glVertexAttribP4ui		gl3wVertexAttribP4ui
+#define glVertexAttribP4uiv		gl3wVertexAttribP4uiv
+#define glDrawArraysIndirect		gl3wDrawArraysIndirect
+#define glDrawElementsIndirect		gl3wDrawElementsIndirect
+#define glUniform1d		gl3wUniform1d
+#define glUniform2d		gl3wUniform2d
+#define glUniform3d		gl3wUniform3d
+#define glUniform4d		gl3wUniform4d
+#define glUniform1dv		gl3wUniform1dv
+#define glUniform2dv		gl3wUniform2dv
+#define glUniform3dv		gl3wUniform3dv
+#define glUniform4dv		gl3wUniform4dv
+#define glUniformMatrix2dv		gl3wUniformMatrix2dv
+#define glUniformMatrix3dv		gl3wUniformMatrix3dv
+#define glUniformMatrix4dv		gl3wUniformMatrix4dv
+#define glUniformMatrix2x3dv		gl3wUniformMatrix2x3dv
+#define glUniformMatrix2x4dv		gl3wUniformMatrix2x4dv
+#define glUniformMatrix3x2dv		gl3wUniformMatrix3x2dv
+#define glUniformMatrix3x4dv		gl3wUniformMatrix3x4dv
+#define glUniformMatrix4x2dv		gl3wUniformMatrix4x2dv
+#define glUniformMatrix4x3dv		gl3wUniformMatrix4x3dv
+#define glGetUniformdv		gl3wGetUniformdv
+#define glGetSubroutineUniformLocation		gl3wGetSubroutineUniformLocation
+#define glGetSubroutineIndex		gl3wGetSubroutineIndex
+#define glGetActiveSubroutineUniformiv		gl3wGetActiveSubroutineUniformiv
+#define glGetActiveSubroutineUniformName		gl3wGetActiveSubroutineUniformName
+#define glGetActiveSubroutineName		gl3wGetActiveSubroutineName
+#define glUniformSubroutinesuiv		gl3wUniformSubroutinesuiv
+#define glGetUniformSubroutineuiv		gl3wGetUniformSubroutineuiv
+#define glGetProgramStageiv		gl3wGetProgramStageiv
+#define glPatchParameteri		gl3wPatchParameteri
+#define glPatchParameterfv		gl3wPatchParameterfv
+#define glBindTransformFeedback		gl3wBindTransformFeedback
+#define glDeleteTransformFeedbacks		gl3wDeleteTransformFeedbacks
+#define glGenTransformFeedbacks		gl3wGenTransformFeedbacks
+#define glIsTransformFeedback		gl3wIsTransformFeedback
+#define glPauseTransformFeedback		gl3wPauseTransformFeedback
+#define glResumeTransformFeedback		gl3wResumeTransformFeedback
+#define glDrawTransformFeedback		gl3wDrawTransformFeedback
+#define glDrawTransformFeedbackStream		gl3wDrawTransformFeedbackStream
+#define glBeginQueryIndexed		gl3wBeginQueryIndexed
+#define glEndQueryIndexed		gl3wEndQueryIndexed
+#define glGetQueryIndexediv		gl3wGetQueryIndexediv
+#define glReleaseShaderCompiler		gl3wReleaseShaderCompiler
+#define glShaderBinary		gl3wShaderBinary
+#define glGetShaderPrecisionFormat		gl3wGetShaderPrecisionFormat
+#define glDepthRangef		gl3wDepthRangef
+#define glClearDepthf		gl3wClearDepthf
+#define glGetProgramBinary		gl3wGetProgramBinary
+#define glProgramBinary		gl3wProgramBinary
+#define glProgramParameteri		gl3wProgramParameteri
+#define glUseProgramStages		gl3wUseProgramStages
+#define glActiveShaderProgram		gl3wActiveShaderProgram
+#define glCreateShaderProgramv		gl3wCreateShaderProgramv
+#define glBindProgramPipeline		gl3wBindProgramPipeline
+#define glDeleteProgramPipelines		gl3wDeleteProgramPipelines
+#define glGenProgramPipelines		gl3wGenProgramPipelines
+#define glIsProgramPipeline		gl3wIsProgramPipeline
+#define glGetProgramPipelineiv		gl3wGetProgramPipelineiv
+#define glProgramUniform1i		gl3wProgramUniform1i
+#define glProgramUniform1iv		gl3wProgramUniform1iv
+#define glProgramUniform1f		gl3wProgramUniform1f
+#define glProgramUniform1fv		gl3wProgramUniform1fv
+#define glProgramUniform1d		gl3wProgramUniform1d
+#define glProgramUniform1dv		gl3wProgramUniform1dv
+#define glProgramUniform1ui		gl3wProgramUniform1ui
+#define glProgramUniform1uiv		gl3wProgramUniform1uiv
+#define glProgramUniform2i		gl3wProgramUniform2i
+#define glProgramUniform2iv		gl3wProgramUniform2iv
+#define glProgramUniform2f		gl3wProgramUniform2f
+#define glProgramUniform2fv		gl3wProgramUniform2fv
+#define glProgramUniform2d		gl3wProgramUniform2d
+#define glProgramUniform2dv		gl3wProgramUniform2dv
+#define glProgramUniform2ui		gl3wProgramUniform2ui
+#define glProgramUniform2uiv		gl3wProgramUniform2uiv
+#define glProgramUniform3i		gl3wProgramUniform3i
+#define glProgramUniform3iv		gl3wProgramUniform3iv
+#define glProgramUniform3f		gl3wProgramUniform3f
+#define glProgramUniform3fv		gl3wProgramUniform3fv
+#define glProgramUniform3d		gl3wProgramUniform3d
+#define glProgramUniform3dv		gl3wProgramUniform3dv
+#define glProgramUniform3ui		gl3wProgramUniform3ui
+#define glProgramUniform3uiv		gl3wProgramUniform3uiv
+#define glProgramUniform4i		gl3wProgramUniform4i
+#define glProgramUniform4iv		gl3wProgramUniform4iv
+#define glProgramUniform4f		gl3wProgramUniform4f
+#define glProgramUniform4fv		gl3wProgramUniform4fv
+#define glProgramUniform4d		gl3wProgramUniform4d
+#define glProgramUniform4dv		gl3wProgramUniform4dv
+#define glProgramUniform4ui		gl3wProgramUniform4ui
+#define glProgramUniform4uiv		gl3wProgramUniform4uiv
+#define glProgramUniformMatrix2fv		gl3wProgramUniformMatrix2fv
+#define glProgramUniformMatrix3fv		gl3wProgramUniformMatrix3fv
+#define glProgramUniformMatrix4fv		gl3wProgramUniformMatrix4fv
+#define glProgramUniformMatrix2dv		gl3wProgramUniformMatrix2dv
+#define glProgramUniformMatrix3dv		gl3wProgramUniformMatrix3dv
+#define glProgramUniformMatrix4dv		gl3wProgramUniformMatrix4dv
+#define glProgramUniformMatrix2x3fv		gl3wProgramUniformMatrix2x3fv
+#define glProgramUniformMatrix3x2fv		gl3wProgramUniformMatrix3x2fv
+#define glProgramUniformMatrix2x4fv		gl3wProgramUniformMatrix2x4fv
+#define glProgramUniformMatrix4x2fv		gl3wProgramUniformMatrix4x2fv
+#define glProgramUniformMatrix3x4fv		gl3wProgramUniformMatrix3x4fv
+#define glProgramUniformMatrix4x3fv		gl3wProgramUniformMatrix4x3fv
+#define glProgramUniformMatrix2x3dv		gl3wProgramUniformMatrix2x3dv
+#define glProgramUniformMatrix3x2dv		gl3wProgramUniformMatrix3x2dv
+#define glProgramUniformMatrix2x4dv		gl3wProgramUniformMatrix2x4dv
+#define glProgramUniformMatrix4x2dv		gl3wProgramUniformMatrix4x2dv
+#define glProgramUniformMatrix3x4dv		gl3wProgramUniformMatrix3x4dv
+#define glProgramUniformMatrix4x3dv		gl3wProgramUniformMatrix4x3dv
+#define glValidateProgramPipeline		gl3wValidateProgramPipeline
+#define glGetProgramPipelineInfoLog		gl3wGetProgramPipelineInfoLog
+#define glVertexAttribL1d		gl3wVertexAttribL1d
+#define glVertexAttribL2d		gl3wVertexAttribL2d
+#define glVertexAttribL3d		gl3wVertexAttribL3d
+#define glVertexAttribL4d		gl3wVertexAttribL4d
+#define glVertexAttribL1dv		gl3wVertexAttribL1dv
+#define glVertexAttribL2dv		gl3wVertexAttribL2dv
+#define glVertexAttribL3dv		gl3wVertexAttribL3dv
+#define glVertexAttribL4dv		gl3wVertexAttribL4dv
+#define glVertexAttribLPointer		gl3wVertexAttribLPointer
+#define glGetVertexAttribLdv		gl3wGetVertexAttribLdv
+#define glViewportArrayv		gl3wViewportArrayv
+#define glViewportIndexedf		gl3wViewportIndexedf
+#define glViewportIndexedfv		gl3wViewportIndexedfv
+#define glScissorArrayv		gl3wScissorArrayv
+#define glScissorIndexed		gl3wScissorIndexed
+#define glScissorIndexedv		gl3wScissorIndexedv
+#define glDepthRangeArrayv		gl3wDepthRangeArrayv
+#define glDepthRangeIndexed		gl3wDepthRangeIndexed
+#define glGetFloati_v		gl3wGetFloati_v
+#define glGetDoublei_v		gl3wGetDoublei_v
+#define glCreateSyncFromCLeventARB		gl3wCreateSyncFromCLeventARB
+#define glDebugMessageControlARB		gl3wDebugMessageControlARB
+#define glDebugMessageInsertARB		gl3wDebugMessageInsertARB
+#define glDebugMessageCallbackARB		gl3wDebugMessageCallbackARB
+#define glGetDebugMessageLogARB		gl3wGetDebugMessageLogARB
+#define glGetGraphicsResetStatusARB		gl3wGetGraphicsResetStatusARB
+#define glGetnTexImageARB		gl3wGetnTexImageARB
+#define glReadnPixelsARB		gl3wReadnPixelsARB
+#define glGetnCompressedTexImageARB		gl3wGetnCompressedTexImageARB
+#define glGetnUniformfvARB		gl3wGetnUniformfvARB
+#define glGetnUniformivARB		gl3wGetnUniformivARB
+#define glGetnUniformuivARB		gl3wGetnUniformuivARB
+#define glGetnUniformdvARB		gl3wGetnUniformdvARB
+#define glDrawArraysInstancedBaseInstance		gl3wDrawArraysInstancedBaseInstance
+#define glDrawElementsInstancedBaseInstance		gl3wDrawElementsInstancedBaseInstance
+#define glDrawElementsInstancedBaseVertexBaseInstance		gl3wDrawElementsInstancedBaseVertexBaseInstance
+#define glDrawTransformFeedbackInstanced		gl3wDrawTransformFeedbackInstanced
+#define glDrawTransformFeedbackStreamInstanced		gl3wDrawTransformFeedbackStreamInstanced
+#define glGetInternalformativ		gl3wGetInternalformativ
+#define glGetActiveAtomicCounterBufferiv		gl3wGetActiveAtomicCounterBufferiv
+#define glBindImageTexture		gl3wBindImageTexture
+#define glMemoryBarrier		gl3wMemoryBarrier
+#define glTexStorage1D		gl3wTexStorage1D
+#define glTexStorage2D		gl3wTexStorage2D
+#define glTexStorage3D		gl3wTexStorage3D
+#define glTextureStorage1DEXT		gl3wTextureStorage1DEXT
+#define glTextureStorage2DEXT		gl3wTextureStorage2DEXT
+#define glTextureStorage3DEXT		gl3wTextureStorage3DEXT
+#define glDebugMessageControl		gl3wDebugMessageControl
+#define glDebugMessageInsert		gl3wDebugMessageInsert
+#define glDebugMessageCallback		gl3wDebugMessageCallback
+#define glGetDebugMessageLog		gl3wGetDebugMessageLog
+#define glPushDebugGroup		gl3wPushDebugGroup
+#define glPopDebugGroup		gl3wPopDebugGroup
+#define glObjectLabel		gl3wObjectLabel
+#define glGetObjectLabel		gl3wGetObjectLabel
+#define glObjectPtrLabel		gl3wObjectPtrLabel
+#define glGetObjectPtrLabel		gl3wGetObjectPtrLabel
+#define glClearBufferData		gl3wClearBufferData
+#define glClearBufferSubData		gl3wClearBufferSubData
+#define glClearNamedBufferDataEXT		gl3wClearNamedBufferDataEXT
+#define glClearNamedBufferSubDataEXT		gl3wClearNamedBufferSubDataEXT
+#define glDispatchCompute		gl3wDispatchCompute
+#define glDispatchComputeIndirect		gl3wDispatchComputeIndirect
+#define glCopyImageSubData		gl3wCopyImageSubData
+#define glTextureView		gl3wTextureView
+#define glBindVertexBuffer		gl3wBindVertexBuffer
+#define glVertexAttribFormat		gl3wVertexAttribFormat
+#define glVertexAttribIFormat		gl3wVertexAttribIFormat
+#define glVertexAttribLFormat		gl3wVertexAttribLFormat
+#define glVertexAttribBinding		gl3wVertexAttribBinding
+#define glVertexBindingDivisor		gl3wVertexBindingDivisor
+#define glVertexArrayBindVertexBufferEXT		gl3wVertexArrayBindVertexBufferEXT
+#define glVertexArrayVertexAttribFormatEXT		gl3wVertexArrayVertexAttribFormatEXT
+#define glVertexArrayVertexAttribIFormatEXT		gl3wVertexArrayVertexAttribIFormatEXT
+#define glVertexArrayVertexAttribLFormatEXT		gl3wVertexArrayVertexAttribLFormatEXT
+#define glVertexArrayVertexAttribBindingEXT		gl3wVertexArrayVertexAttribBindingEXT
+#define glVertexArrayVertexBindingDivisorEXT		gl3wVertexArrayVertexBindingDivisorEXT
+#define glFramebufferParameteri		gl3wFramebufferParameteri
+#define glGetFramebufferParameteriv		gl3wGetFramebufferParameteriv
+#define glNamedFramebufferParameteriEXT		gl3wNamedFramebufferParameteriEXT
+#define glGetNamedFramebufferParameterivEXT		gl3wGetNamedFramebufferParameterivEXT
+#define glGetInternalformati64v		gl3wGetInternalformati64v
+#define glInvalidateTexSubImage		gl3wInvalidateTexSubImage
+#define glInvalidateTexImage		gl3wInvalidateTexImage
+#define glInvalidateBufferSubData		gl3wInvalidateBufferSubData
+#define glInvalidateBufferData		gl3wInvalidateBufferData
+#define glInvalidateFramebuffer		gl3wInvalidateFramebuffer
+#define glInvalidateSubFramebuffer		gl3wInvalidateSubFramebuffer
+#define glMultiDrawArraysIndirect		gl3wMultiDrawArraysIndirect
+#define glMultiDrawElementsIndirect		gl3wMultiDrawElementsIndirect
+#define glGetProgramInterfaceiv		gl3wGetProgramInterfaceiv
+#define glGetProgramResourceIndex		gl3wGetProgramResourceIndex
+#define glGetProgramResourceName		gl3wGetProgramResourceName
+#define glGetProgramResourceiv		gl3wGetProgramResourceiv
+#define glGetProgramResourceLocation		gl3wGetProgramResourceLocation
+#define glGetProgramResourceLocationIndex		gl3wGetProgramResourceLocationIndex
+#define glShaderStorageBlockBinding		gl3wShaderStorageBlockBinding
+#define glTexBufferRange		gl3wTexBufferRange
+#define glTextureBufferRangeEXT		gl3wTextureBufferRangeEXT
+#define glTexStorage2DMultisample		gl3wTexStorage2DMultisample
+#define glTexStorage3DMultisample		gl3wTexStorage3DMultisample
+#define glTextureStorage2DMultisampleEXT		gl3wTextureStorage2DMultisampleEXT
+#define glTextureStorage3DMultisampleEXT		gl3wTextureStorage3DMultisampleEXT
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/source/imgui/examples/libs/gl3w/GL/glcorearb.h b/source/imgui/examples/libs/gl3w/GL/glcorearb.h
new file mode 100644
index 0000000000000000000000000000000000000000..07cb03e13af4191cfa52435ee9d055977036fad8
--- /dev/null
+++ b/source/imgui/examples/libs/gl3w/GL/glcorearb.h
@@ -0,0 +1,4533 @@
+#ifndef __glcorearb_h_
+#define __glcorearb_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/*
+** Copyright (c) 2007-2012 The Khronos Group Inc.
+** 
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+** 
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+** 
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+/* glcorearb.h replaces gl3.h. It is for use with OpenGL core
+ * profile implementations.
+ *
+ * glcorearb.h last updated on $Date: 2012-09-19 19:02:24 -0700 (Wed, 19 Sep 2012) $
+ *
+ * RELEASE NOTES - 2012/09/19
+ *
+ * glcorearb.h should be placed in the same directory as gl.h and
+ * included as
+ * '<GL/glcorearb.h>'.
+ *
+ * glcorearb.h includes only APIs in the latest OpenGL core profile
+ * implementation together with APIs in newer ARB extensions which can be
+ * can be supported by the core profile. It does not, and never will
+ * include functionality removed from the core profile, such as
+ * fixed-function vertex and fragment processing.
+ *
+ * It is not possible to #include both <GL/glcorearb.h> and either of
+ * <GL/gl.h> or <GL/glext.h> in the same source file.
+ *
+ * Feedback can be given by registering for the Khronos Bugzilla
+ * (www.khronos.org/bugzilla) and filing issues there under product
+ * "OpenGL", category "Registry".
+ */
+
+/* Function declaration macros - to move into glplatform.h */
+
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#define WIN32_LEAN_AND_MEAN 1
+#include <windows.h>
+#endif
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+
+/* Base GL types */
+
+typedef unsigned int GLenum;
+typedef unsigned char GLboolean;
+typedef unsigned int GLbitfield;
+typedef signed char GLbyte;
+typedef short GLshort;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned char GLubyte;
+typedef unsigned short GLushort;
+typedef unsigned int GLuint;
+typedef unsigned short GLhalf;
+typedef float GLfloat;
+typedef float GLclampf;
+typedef double GLdouble;
+typedef double GLclampd;
+typedef void GLvoid;
+
+/*************************************************************/
+
+#ifndef GL_VERSION_1_1
+/* AttribMask */
+#define GL_DEPTH_BUFFER_BIT               0x00000100
+#define GL_STENCIL_BUFFER_BIT             0x00000400
+#define GL_COLOR_BUFFER_BIT               0x00004000
+/* Boolean */
+#define GL_FALSE                          0
+#define GL_TRUE                           1
+/* BeginMode */
+#define GL_POINTS                         0x0000
+#define GL_LINES                          0x0001
+#define GL_LINE_LOOP                      0x0002
+#define GL_LINE_STRIP                     0x0003
+#define GL_TRIANGLES                      0x0004
+#define GL_TRIANGLE_STRIP                 0x0005
+#define GL_TRIANGLE_FAN                   0x0006
+#define GL_QUADS                          0x0007
+/* AlphaFunction */
+#define GL_NEVER                          0x0200
+#define GL_LESS                           0x0201
+#define GL_EQUAL                          0x0202
+#define GL_LEQUAL                         0x0203
+#define GL_GREATER                        0x0204
+#define GL_NOTEQUAL                       0x0205
+#define GL_GEQUAL                         0x0206
+#define GL_ALWAYS                         0x0207
+/* BlendingFactorDest */
+#define GL_ZERO                           0
+#define GL_ONE                            1
+#define GL_SRC_COLOR                      0x0300
+#define GL_ONE_MINUS_SRC_COLOR            0x0301
+#define GL_SRC_ALPHA                      0x0302
+#define GL_ONE_MINUS_SRC_ALPHA            0x0303
+#define GL_DST_ALPHA                      0x0304
+#define GL_ONE_MINUS_DST_ALPHA            0x0305
+/* BlendingFactorSrc */
+#define GL_DST_COLOR                      0x0306
+#define GL_ONE_MINUS_DST_COLOR            0x0307
+#define GL_SRC_ALPHA_SATURATE             0x0308
+/* DrawBufferMode */
+#define GL_NONE                           0
+#define GL_FRONT_LEFT                     0x0400
+#define GL_FRONT_RIGHT                    0x0401
+#define GL_BACK_LEFT                      0x0402
+#define GL_BACK_RIGHT                     0x0403
+#define GL_FRONT                          0x0404
+#define GL_BACK                           0x0405
+#define GL_LEFT                           0x0406
+#define GL_RIGHT                          0x0407
+#define GL_FRONT_AND_BACK                 0x0408
+/* ErrorCode */
+#define GL_NO_ERROR                       0
+#define GL_INVALID_ENUM                   0x0500
+#define GL_INVALID_VALUE                  0x0501
+#define GL_INVALID_OPERATION              0x0502
+#define GL_OUT_OF_MEMORY                  0x0505
+/* FrontFaceDirection */
+#define GL_CW                             0x0900
+#define GL_CCW                            0x0901
+/* GetPName */
+#define GL_POINT_SIZE                     0x0B11
+#define GL_POINT_SIZE_RANGE               0x0B12
+#define GL_POINT_SIZE_GRANULARITY         0x0B13
+#define GL_LINE_SMOOTH                    0x0B20
+#define GL_LINE_WIDTH                     0x0B21
+#define GL_LINE_WIDTH_RANGE               0x0B22
+#define GL_LINE_WIDTH_GRANULARITY         0x0B23
+#define GL_POLYGON_MODE                   0x0B40
+#define GL_POLYGON_SMOOTH                 0x0B41
+#define GL_CULL_FACE                      0x0B44
+#define GL_CULL_FACE_MODE                 0x0B45
+#define GL_FRONT_FACE                     0x0B46
+#define GL_DEPTH_RANGE                    0x0B70
+#define GL_DEPTH_TEST                     0x0B71
+#define GL_DEPTH_WRITEMASK                0x0B72
+#define GL_DEPTH_CLEAR_VALUE              0x0B73
+#define GL_DEPTH_FUNC                     0x0B74
+#define GL_STENCIL_TEST                   0x0B90
+#define GL_STENCIL_CLEAR_VALUE            0x0B91
+#define GL_STENCIL_FUNC                   0x0B92
+#define GL_STENCIL_VALUE_MASK             0x0B93
+#define GL_STENCIL_FAIL                   0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL        0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS        0x0B96
+#define GL_STENCIL_REF                    0x0B97
+#define GL_STENCIL_WRITEMASK              0x0B98
+#define GL_VIEWPORT                       0x0BA2
+#define GL_DITHER                         0x0BD0
+#define GL_BLEND_DST                      0x0BE0
+#define GL_BLEND_SRC                      0x0BE1
+#define GL_BLEND                          0x0BE2
+#define GL_LOGIC_OP_MODE                  0x0BF0
+#define GL_COLOR_LOGIC_OP                 0x0BF2
+#define GL_DRAW_BUFFER                    0x0C01
+#define GL_READ_BUFFER                    0x0C02
+#define GL_SCISSOR_BOX                    0x0C10
+#define GL_SCISSOR_TEST                   0x0C11
+#define GL_COLOR_CLEAR_VALUE              0x0C22
+#define GL_COLOR_WRITEMASK                0x0C23
+#define GL_DOUBLEBUFFER                   0x0C32
+#define GL_STEREO                         0x0C33
+#define GL_LINE_SMOOTH_HINT               0x0C52
+#define GL_POLYGON_SMOOTH_HINT            0x0C53
+#define GL_UNPACK_SWAP_BYTES              0x0CF0
+#define GL_UNPACK_LSB_FIRST               0x0CF1
+#define GL_UNPACK_ROW_LENGTH              0x0CF2
+#define GL_UNPACK_SKIP_ROWS               0x0CF3
+#define GL_UNPACK_SKIP_PIXELS             0x0CF4
+#define GL_UNPACK_ALIGNMENT               0x0CF5
+#define GL_PACK_SWAP_BYTES                0x0D00
+#define GL_PACK_LSB_FIRST                 0x0D01
+#define GL_PACK_ROW_LENGTH                0x0D02
+#define GL_PACK_SKIP_ROWS                 0x0D03
+#define GL_PACK_SKIP_PIXELS               0x0D04
+#define GL_PACK_ALIGNMENT                 0x0D05
+#define GL_MAX_TEXTURE_SIZE               0x0D33
+#define GL_MAX_VIEWPORT_DIMS              0x0D3A
+#define GL_SUBPIXEL_BITS                  0x0D50
+#define GL_TEXTURE_1D                     0x0DE0
+#define GL_TEXTURE_2D                     0x0DE1
+#define GL_POLYGON_OFFSET_UNITS           0x2A00
+#define GL_POLYGON_OFFSET_POINT           0x2A01
+#define GL_POLYGON_OFFSET_LINE            0x2A02
+#define GL_POLYGON_OFFSET_FILL            0x8037
+#define GL_POLYGON_OFFSET_FACTOR          0x8038
+#define GL_TEXTURE_BINDING_1D             0x8068
+#define GL_TEXTURE_BINDING_2D             0x8069
+/* GetTextureParameter */
+#define GL_TEXTURE_WIDTH                  0x1000
+#define GL_TEXTURE_HEIGHT                 0x1001
+#define GL_TEXTURE_INTERNAL_FORMAT        0x1003
+#define GL_TEXTURE_BORDER_COLOR           0x1004
+#define GL_TEXTURE_RED_SIZE               0x805C
+#define GL_TEXTURE_GREEN_SIZE             0x805D
+#define GL_TEXTURE_BLUE_SIZE              0x805E
+#define GL_TEXTURE_ALPHA_SIZE             0x805F
+/* HintMode */
+#define GL_DONT_CARE                      0x1100
+#define GL_FASTEST                        0x1101
+#define GL_NICEST                         0x1102
+/* DataType */
+#define GL_BYTE                           0x1400
+#define GL_UNSIGNED_BYTE                  0x1401
+#define GL_SHORT                          0x1402
+#define GL_UNSIGNED_SHORT                 0x1403
+#define GL_INT                            0x1404
+#define GL_UNSIGNED_INT                   0x1405
+#define GL_FLOAT                          0x1406
+#define GL_DOUBLE                         0x140A
+/* ErrorCode */
+#define GL_STACK_OVERFLOW                 0x0503
+#define GL_STACK_UNDERFLOW                0x0504
+/* LogicOp */
+#define GL_CLEAR                          0x1500
+#define GL_AND                            0x1501
+#define GL_AND_REVERSE                    0x1502
+#define GL_COPY                           0x1503
+#define GL_AND_INVERTED                   0x1504
+#define GL_NOOP                           0x1505
+#define GL_XOR                            0x1506
+#define GL_OR                             0x1507
+#define GL_NOR                            0x1508
+#define GL_EQUIV                          0x1509
+#define GL_INVERT                         0x150A
+#define GL_OR_REVERSE                     0x150B
+#define GL_COPY_INVERTED                  0x150C
+#define GL_OR_INVERTED                    0x150D
+#define GL_NAND                           0x150E
+#define GL_SET                            0x150F
+/* MatrixMode (for gl3.h, FBO attachment type) */
+#define GL_TEXTURE                        0x1702
+/* PixelCopyType */
+#define GL_COLOR                          0x1800
+#define GL_DEPTH                          0x1801
+#define GL_STENCIL                        0x1802
+/* PixelFormat */
+#define GL_STENCIL_INDEX                  0x1901
+#define GL_DEPTH_COMPONENT                0x1902
+#define GL_RED                            0x1903
+#define GL_GREEN                          0x1904
+#define GL_BLUE                           0x1905
+#define GL_ALPHA                          0x1906
+#define GL_RGB                            0x1907
+#define GL_RGBA                           0x1908
+/* PolygonMode */
+#define GL_POINT                          0x1B00
+#define GL_LINE                           0x1B01
+#define GL_FILL                           0x1B02
+/* StencilOp */
+#define GL_KEEP                           0x1E00
+#define GL_REPLACE                        0x1E01
+#define GL_INCR                           0x1E02
+#define GL_DECR                           0x1E03
+/* StringName */
+#define GL_VENDOR                         0x1F00
+#define GL_RENDERER                       0x1F01
+#define GL_VERSION                        0x1F02
+#define GL_EXTENSIONS                     0x1F03
+/* TextureMagFilter */
+#define GL_NEAREST                        0x2600
+#define GL_LINEAR                         0x2601
+/* TextureMinFilter */
+#define GL_NEAREST_MIPMAP_NEAREST         0x2700
+#define GL_LINEAR_MIPMAP_NEAREST          0x2701
+#define GL_NEAREST_MIPMAP_LINEAR          0x2702
+#define GL_LINEAR_MIPMAP_LINEAR           0x2703
+/* TextureParameterName */
+#define GL_TEXTURE_MAG_FILTER             0x2800
+#define GL_TEXTURE_MIN_FILTER             0x2801
+#define GL_TEXTURE_WRAP_S                 0x2802
+#define GL_TEXTURE_WRAP_T                 0x2803
+/* TextureTarget */
+#define GL_PROXY_TEXTURE_1D               0x8063
+#define GL_PROXY_TEXTURE_2D               0x8064
+/* TextureWrapMode */
+#define GL_REPEAT                         0x2901
+/* PixelInternalFormat */
+#define GL_R3_G3_B2                       0x2A10
+#define GL_RGB4                           0x804F
+#define GL_RGB5                           0x8050
+#define GL_RGB8                           0x8051
+#define GL_RGB10                          0x8052
+#define GL_RGB12                          0x8053
+#define GL_RGB16                          0x8054
+#define GL_RGBA2                          0x8055
+#define GL_RGBA4                          0x8056
+#define GL_RGB5_A1                        0x8057
+#define GL_RGBA8                          0x8058
+#define GL_RGB10_A2                       0x8059
+#define GL_RGBA12                         0x805A
+#define GL_RGBA16                         0x805B
+#endif
+
+#ifndef GL_VERSION_1_2
+#define GL_UNSIGNED_BYTE_3_3_2            0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
+#define GL_UNSIGNED_INT_8_8_8_8           0x8035
+#define GL_UNSIGNED_INT_10_10_10_2        0x8036
+#define GL_TEXTURE_BINDING_3D             0x806A
+#define GL_PACK_SKIP_IMAGES               0x806B
+#define GL_PACK_IMAGE_HEIGHT              0x806C
+#define GL_UNPACK_SKIP_IMAGES             0x806D
+#define GL_UNPACK_IMAGE_HEIGHT            0x806E
+#define GL_TEXTURE_3D                     0x806F
+#define GL_PROXY_TEXTURE_3D               0x8070
+#define GL_TEXTURE_DEPTH                  0x8071
+#define GL_TEXTURE_WRAP_R                 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE            0x8073
+#define GL_UNSIGNED_BYTE_2_3_3_REV        0x8362
+#define GL_UNSIGNED_SHORT_5_6_5           0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV       0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV     0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV     0x8366
+#define GL_UNSIGNED_INT_8_8_8_8_REV       0x8367
+#define GL_UNSIGNED_INT_2_10_10_10_REV    0x8368
+#define GL_BGR                            0x80E0
+#define GL_BGRA                           0x80E1
+#define GL_MAX_ELEMENTS_VERTICES          0x80E8
+#define GL_MAX_ELEMENTS_INDICES           0x80E9
+#define GL_CLAMP_TO_EDGE                  0x812F
+#define GL_TEXTURE_MIN_LOD                0x813A
+#define GL_TEXTURE_MAX_LOD                0x813B
+#define GL_TEXTURE_BASE_LEVEL             0x813C
+#define GL_TEXTURE_MAX_LEVEL              0x813D
+#define GL_SMOOTH_POINT_SIZE_RANGE        0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY  0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE        0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY  0x0B23
+#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E
+#endif
+
+#ifndef GL_ARB_imaging
+#define GL_CONSTANT_COLOR                 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR       0x8002
+#define GL_CONSTANT_ALPHA                 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA       0x8004
+#define GL_BLEND_COLOR                    0x8005
+#define GL_FUNC_ADD                       0x8006
+#define GL_MIN                            0x8007
+#define GL_MAX                            0x8008
+#define GL_BLEND_EQUATION                 0x8009
+#define GL_FUNC_SUBTRACT                  0x800A
+#define GL_FUNC_REVERSE_SUBTRACT          0x800B
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0                       0x84C0
+#define GL_TEXTURE1                       0x84C1
+#define GL_TEXTURE2                       0x84C2
+#define GL_TEXTURE3                       0x84C3
+#define GL_TEXTURE4                       0x84C4
+#define GL_TEXTURE5                       0x84C5
+#define GL_TEXTURE6                       0x84C6
+#define GL_TEXTURE7                       0x84C7
+#define GL_TEXTURE8                       0x84C8
+#define GL_TEXTURE9                       0x84C9
+#define GL_TEXTURE10                      0x84CA
+#define GL_TEXTURE11                      0x84CB
+#define GL_TEXTURE12                      0x84CC
+#define GL_TEXTURE13                      0x84CD
+#define GL_TEXTURE14                      0x84CE
+#define GL_TEXTURE15                      0x84CF
+#define GL_TEXTURE16                      0x84D0
+#define GL_TEXTURE17                      0x84D1
+#define GL_TEXTURE18                      0x84D2
+#define GL_TEXTURE19                      0x84D3
+#define GL_TEXTURE20                      0x84D4
+#define GL_TEXTURE21                      0x84D5
+#define GL_TEXTURE22                      0x84D6
+#define GL_TEXTURE23                      0x84D7
+#define GL_TEXTURE24                      0x84D8
+#define GL_TEXTURE25                      0x84D9
+#define GL_TEXTURE26                      0x84DA
+#define GL_TEXTURE27                      0x84DB
+#define GL_TEXTURE28                      0x84DC
+#define GL_TEXTURE29                      0x84DD
+#define GL_TEXTURE30                      0x84DE
+#define GL_TEXTURE31                      0x84DF
+#define GL_ACTIVE_TEXTURE                 0x84E0
+#define GL_MULTISAMPLE                    0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE            0x809F
+#define GL_SAMPLE_COVERAGE                0x80A0
+#define GL_SAMPLE_BUFFERS                 0x80A8
+#define GL_SAMPLES                        0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE          0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT         0x80AB
+#define GL_TEXTURE_CUBE_MAP               0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP       0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X    0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X    0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y    0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z    0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP         0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE      0x851C
+#define GL_COMPRESSED_RGB                 0x84ED
+#define GL_COMPRESSED_RGBA                0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT       0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE  0x86A0
+#define GL_TEXTURE_COMPRESSED             0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3
+#define GL_CLAMP_TO_BORDER                0x812D
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB                  0x80C8
+#define GL_BLEND_SRC_RGB                  0x80C9
+#define GL_BLEND_DST_ALPHA                0x80CA
+#define GL_BLEND_SRC_ALPHA                0x80CB
+#define GL_POINT_FADE_THRESHOLD_SIZE      0x8128
+#define GL_DEPTH_COMPONENT16              0x81A5
+#define GL_DEPTH_COMPONENT24              0x81A6
+#define GL_DEPTH_COMPONENT32              0x81A7
+#define GL_MIRRORED_REPEAT                0x8370
+#define GL_MAX_TEXTURE_LOD_BIAS           0x84FD
+#define GL_TEXTURE_LOD_BIAS               0x8501
+#define GL_INCR_WRAP                      0x8507
+#define GL_DECR_WRAP                      0x8508
+#define GL_TEXTURE_DEPTH_SIZE             0x884A
+#define GL_TEXTURE_COMPARE_MODE           0x884C
+#define GL_TEXTURE_COMPARE_FUNC           0x884D
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_BUFFER_SIZE                    0x8764
+#define GL_BUFFER_USAGE                   0x8765
+#define GL_QUERY_COUNTER_BITS             0x8864
+#define GL_CURRENT_QUERY                  0x8865
+#define GL_QUERY_RESULT                   0x8866
+#define GL_QUERY_RESULT_AVAILABLE         0x8867
+#define GL_ARRAY_BUFFER                   0x8892
+#define GL_ELEMENT_ARRAY_BUFFER           0x8893
+#define GL_ARRAY_BUFFER_BINDING           0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_READ_ONLY                      0x88B8
+#define GL_WRITE_ONLY                     0x88B9
+#define GL_READ_WRITE                     0x88BA
+#define GL_BUFFER_ACCESS                  0x88BB
+#define GL_BUFFER_MAPPED                  0x88BC
+#define GL_BUFFER_MAP_POINTER             0x88BD
+#define GL_STREAM_DRAW                    0x88E0
+#define GL_STREAM_READ                    0x88E1
+#define GL_STREAM_COPY                    0x88E2
+#define GL_STATIC_DRAW                    0x88E4
+#define GL_STATIC_READ                    0x88E5
+#define GL_STATIC_COPY                    0x88E6
+#define GL_DYNAMIC_DRAW                   0x88E8
+#define GL_DYNAMIC_READ                   0x88E9
+#define GL_DYNAMIC_COPY                   0x88EA
+#define GL_SAMPLES_PASSED                 0x8914
+#define GL_SRC1_ALPHA                     0x8589
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_BLEND_EQUATION_RGB             0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
+#define GL_CURRENT_VERTEX_ATTRIB          0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE      0x8642
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
+#define GL_STENCIL_BACK_FUNC              0x8800
+#define GL_STENCIL_BACK_FAIL              0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
+#define GL_MAX_DRAW_BUFFERS               0x8824
+#define GL_DRAW_BUFFER0                   0x8825
+#define GL_DRAW_BUFFER1                   0x8826
+#define GL_DRAW_BUFFER2                   0x8827
+#define GL_DRAW_BUFFER3                   0x8828
+#define GL_DRAW_BUFFER4                   0x8829
+#define GL_DRAW_BUFFER5                   0x882A
+#define GL_DRAW_BUFFER6                   0x882B
+#define GL_DRAW_BUFFER7                   0x882C
+#define GL_DRAW_BUFFER8                   0x882D
+#define GL_DRAW_BUFFER9                   0x882E
+#define GL_DRAW_BUFFER10                  0x882F
+#define GL_DRAW_BUFFER11                  0x8830
+#define GL_DRAW_BUFFER12                  0x8831
+#define GL_DRAW_BUFFER13                  0x8832
+#define GL_DRAW_BUFFER14                  0x8833
+#define GL_DRAW_BUFFER15                  0x8834
+#define GL_BLEND_EQUATION_ALPHA           0x883D
+#define GL_MAX_VERTEX_ATTRIBS             0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_IMAGE_UNITS        0x8872
+#define GL_FRAGMENT_SHADER                0x8B30
+#define GL_VERTEX_SHADER                  0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS  0x8B4A
+#define GL_MAX_VARYING_FLOATS             0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE                    0x8B4F
+#define GL_FLOAT_VEC2                     0x8B50
+#define GL_FLOAT_VEC3                     0x8B51
+#define GL_FLOAT_VEC4                     0x8B52
+#define GL_INT_VEC2                       0x8B53
+#define GL_INT_VEC3                       0x8B54
+#define GL_INT_VEC4                       0x8B55
+#define GL_BOOL                           0x8B56
+#define GL_BOOL_VEC2                      0x8B57
+#define GL_BOOL_VEC3                      0x8B58
+#define GL_BOOL_VEC4                      0x8B59
+#define GL_FLOAT_MAT2                     0x8B5A
+#define GL_FLOAT_MAT3                     0x8B5B
+#define GL_FLOAT_MAT4                     0x8B5C
+#define GL_SAMPLER_1D                     0x8B5D
+#define GL_SAMPLER_2D                     0x8B5E
+#define GL_SAMPLER_3D                     0x8B5F
+#define GL_SAMPLER_CUBE                   0x8B60
+#define GL_SAMPLER_1D_SHADOW              0x8B61
+#define GL_SAMPLER_2D_SHADOW              0x8B62
+#define GL_DELETE_STATUS                  0x8B80
+#define GL_COMPILE_STATUS                 0x8B81
+#define GL_LINK_STATUS                    0x8B82
+#define GL_VALIDATE_STATUS                0x8B83
+#define GL_INFO_LOG_LENGTH                0x8B84
+#define GL_ATTACHED_SHADERS               0x8B85
+#define GL_ACTIVE_UNIFORMS                0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH      0x8B87
+#define GL_SHADER_SOURCE_LENGTH           0x8B88
+#define GL_ACTIVE_ATTRIBUTES              0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH    0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION       0x8B8C
+#define GL_CURRENT_PROGRAM                0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN      0x8CA0
+#define GL_LOWER_LEFT                     0x8CA1
+#define GL_UPPER_LEFT                     0x8CA2
+#define GL_STENCIL_BACK_REF               0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK         0x8CA5
+#endif
+
+#ifndef GL_VERSION_2_1
+#define GL_PIXEL_PACK_BUFFER              0x88EB
+#define GL_PIXEL_UNPACK_BUFFER            0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING      0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING    0x88EF
+#define GL_FLOAT_MAT2x3                   0x8B65
+#define GL_FLOAT_MAT2x4                   0x8B66
+#define GL_FLOAT_MAT3x2                   0x8B67
+#define GL_FLOAT_MAT3x4                   0x8B68
+#define GL_FLOAT_MAT4x2                   0x8B69
+#define GL_FLOAT_MAT4x3                   0x8B6A
+#define GL_SRGB                           0x8C40
+#define GL_SRGB8                          0x8C41
+#define GL_SRGB_ALPHA                     0x8C42
+#define GL_SRGB8_ALPHA8                   0x8C43
+#define GL_COMPRESSED_SRGB                0x8C48
+#define GL_COMPRESSED_SRGB_ALPHA          0x8C49
+#endif
+
+#ifndef GL_VERSION_3_0
+#define GL_COMPARE_REF_TO_TEXTURE         0x884E
+#define GL_CLIP_DISTANCE0                 0x3000
+#define GL_CLIP_DISTANCE1                 0x3001
+#define GL_CLIP_DISTANCE2                 0x3002
+#define GL_CLIP_DISTANCE3                 0x3003
+#define GL_CLIP_DISTANCE4                 0x3004
+#define GL_CLIP_DISTANCE5                 0x3005
+#define GL_CLIP_DISTANCE6                 0x3006
+#define GL_CLIP_DISTANCE7                 0x3007
+#define GL_MAX_CLIP_DISTANCES             0x0D32
+#define GL_MAJOR_VERSION                  0x821B
+#define GL_MINOR_VERSION                  0x821C
+#define GL_NUM_EXTENSIONS                 0x821D
+#define GL_CONTEXT_FLAGS                  0x821E
+#define GL_COMPRESSED_RED                 0x8225
+#define GL_COMPRESSED_RG                  0x8226
+#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
+#define GL_RGBA32F                        0x8814
+#define GL_RGB32F                         0x8815
+#define GL_RGBA16F                        0x881A
+#define GL_RGB16F                         0x881B
+#define GL_VERTEX_ATTRIB_ARRAY_INTEGER    0x88FD
+#define GL_MAX_ARRAY_TEXTURE_LAYERS       0x88FF
+#define GL_MIN_PROGRAM_TEXEL_OFFSET       0x8904
+#define GL_MAX_PROGRAM_TEXEL_OFFSET       0x8905
+#define GL_CLAMP_READ_COLOR               0x891C
+#define GL_FIXED_ONLY                     0x891D
+#define GL_MAX_VARYING_COMPONENTS         0x8B4B
+#define GL_TEXTURE_1D_ARRAY               0x8C18
+#define GL_PROXY_TEXTURE_1D_ARRAY         0x8C19
+#define GL_TEXTURE_2D_ARRAY               0x8C1A
+#define GL_PROXY_TEXTURE_2D_ARRAY         0x8C1B
+#define GL_TEXTURE_BINDING_1D_ARRAY       0x8C1C
+#define GL_TEXTURE_BINDING_2D_ARRAY       0x8C1D
+#define GL_R11F_G11F_B10F                 0x8C3A
+#define GL_UNSIGNED_INT_10F_11F_11F_REV   0x8C3B
+#define GL_RGB9_E5                        0x8C3D
+#define GL_UNSIGNED_INT_5_9_9_9_REV       0x8C3E
+#define GL_TEXTURE_SHARED_SIZE            0x8C3F
+#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
+#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
+#define GL_TRANSFORM_FEEDBACK_VARYINGS    0x8C83
+#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
+#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
+#define GL_PRIMITIVES_GENERATED           0x8C87
+#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
+#define GL_RASTERIZER_DISCARD             0x8C89
+#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
+#define GL_INTERLEAVED_ATTRIBS            0x8C8C
+#define GL_SEPARATE_ATTRIBS               0x8C8D
+#define GL_TRANSFORM_FEEDBACK_BUFFER      0x8C8E
+#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
+#define GL_RGBA32UI                       0x8D70
+#define GL_RGB32UI                        0x8D71
+#define GL_RGBA16UI                       0x8D76
+#define GL_RGB16UI                        0x8D77
+#define GL_RGBA8UI                        0x8D7C
+#define GL_RGB8UI                         0x8D7D
+#define GL_RGBA32I                        0x8D82
+#define GL_RGB32I                         0x8D83
+#define GL_RGBA16I                        0x8D88
+#define GL_RGB16I                         0x8D89
+#define GL_RGBA8I                         0x8D8E
+#define GL_RGB8I                          0x8D8F
+#define GL_RED_INTEGER                    0x8D94
+#define GL_GREEN_INTEGER                  0x8D95
+#define GL_BLUE_INTEGER                   0x8D96
+#define GL_RGB_INTEGER                    0x8D98
+#define GL_RGBA_INTEGER                   0x8D99
+#define GL_BGR_INTEGER                    0x8D9A
+#define GL_BGRA_INTEGER                   0x8D9B
+#define GL_SAMPLER_1D_ARRAY               0x8DC0
+#define GL_SAMPLER_2D_ARRAY               0x8DC1
+#define GL_SAMPLER_1D_ARRAY_SHADOW        0x8DC3
+#define GL_SAMPLER_2D_ARRAY_SHADOW        0x8DC4
+#define GL_SAMPLER_CUBE_SHADOW            0x8DC5
+#define GL_UNSIGNED_INT_VEC2              0x8DC6
+#define GL_UNSIGNED_INT_VEC3              0x8DC7
+#define GL_UNSIGNED_INT_VEC4              0x8DC8
+#define GL_INT_SAMPLER_1D                 0x8DC9
+#define GL_INT_SAMPLER_2D                 0x8DCA
+#define GL_INT_SAMPLER_3D                 0x8DCB
+#define GL_INT_SAMPLER_CUBE               0x8DCC
+#define GL_INT_SAMPLER_1D_ARRAY           0x8DCE
+#define GL_INT_SAMPLER_2D_ARRAY           0x8DCF
+#define GL_UNSIGNED_INT_SAMPLER_1D        0x8DD1
+#define GL_UNSIGNED_INT_SAMPLER_2D        0x8DD2
+#define GL_UNSIGNED_INT_SAMPLER_3D        0x8DD3
+#define GL_UNSIGNED_INT_SAMPLER_CUBE      0x8DD4
+#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY  0x8DD6
+#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY  0x8DD7
+#define GL_QUERY_WAIT                     0x8E13
+#define GL_QUERY_NO_WAIT                  0x8E14
+#define GL_QUERY_BY_REGION_WAIT           0x8E15
+#define GL_QUERY_BY_REGION_NO_WAIT        0x8E16
+#define GL_BUFFER_ACCESS_FLAGS            0x911F
+#define GL_BUFFER_MAP_LENGTH              0x9120
+#define GL_BUFFER_MAP_OFFSET              0x9121
+/* Reuse tokens from ARB_depth_buffer_float */
+/* reuse GL_DEPTH_COMPONENT32F */
+/* reuse GL_DEPTH32F_STENCIL8 */
+/* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */
+/* Reuse tokens from ARB_framebuffer_object */
+/* reuse GL_INVALID_FRAMEBUFFER_OPERATION */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */
+/* reuse GL_FRAMEBUFFER_DEFAULT */
+/* reuse GL_FRAMEBUFFER_UNDEFINED */
+/* reuse GL_DEPTH_STENCIL_ATTACHMENT */
+/* reuse GL_INDEX */
+/* reuse GL_MAX_RENDERBUFFER_SIZE */
+/* reuse GL_DEPTH_STENCIL */
+/* reuse GL_UNSIGNED_INT_24_8 */
+/* reuse GL_DEPTH24_STENCIL8 */
+/* reuse GL_TEXTURE_STENCIL_SIZE */
+/* reuse GL_TEXTURE_RED_TYPE */
+/* reuse GL_TEXTURE_GREEN_TYPE */
+/* reuse GL_TEXTURE_BLUE_TYPE */
+/* reuse GL_TEXTURE_ALPHA_TYPE */
+/* reuse GL_TEXTURE_DEPTH_TYPE */
+/* reuse GL_UNSIGNED_NORMALIZED */
+/* reuse GL_FRAMEBUFFER_BINDING */
+/* reuse GL_DRAW_FRAMEBUFFER_BINDING */
+/* reuse GL_RENDERBUFFER_BINDING */
+/* reuse GL_READ_FRAMEBUFFER */
+/* reuse GL_DRAW_FRAMEBUFFER */
+/* reuse GL_READ_FRAMEBUFFER_BINDING */
+/* reuse GL_RENDERBUFFER_SAMPLES */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
+/* reuse GL_FRAMEBUFFER_COMPLETE */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */
+/* reuse GL_FRAMEBUFFER_UNSUPPORTED */
+/* reuse GL_MAX_COLOR_ATTACHMENTS */
+/* reuse GL_COLOR_ATTACHMENT0 */
+/* reuse GL_COLOR_ATTACHMENT1 */
+/* reuse GL_COLOR_ATTACHMENT2 */
+/* reuse GL_COLOR_ATTACHMENT3 */
+/* reuse GL_COLOR_ATTACHMENT4 */
+/* reuse GL_COLOR_ATTACHMENT5 */
+/* reuse GL_COLOR_ATTACHMENT6 */
+/* reuse GL_COLOR_ATTACHMENT7 */
+/* reuse GL_COLOR_ATTACHMENT8 */
+/* reuse GL_COLOR_ATTACHMENT9 */
+/* reuse GL_COLOR_ATTACHMENT10 */
+/* reuse GL_COLOR_ATTACHMENT11 */
+/* reuse GL_COLOR_ATTACHMENT12 */
+/* reuse GL_COLOR_ATTACHMENT13 */
+/* reuse GL_COLOR_ATTACHMENT14 */
+/* reuse GL_COLOR_ATTACHMENT15 */
+/* reuse GL_DEPTH_ATTACHMENT */
+/* reuse GL_STENCIL_ATTACHMENT */
+/* reuse GL_FRAMEBUFFER */
+/* reuse GL_RENDERBUFFER */
+/* reuse GL_RENDERBUFFER_WIDTH */
+/* reuse GL_RENDERBUFFER_HEIGHT */
+/* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */
+/* reuse GL_STENCIL_INDEX1 */
+/* reuse GL_STENCIL_INDEX4 */
+/* reuse GL_STENCIL_INDEX8 */
+/* reuse GL_STENCIL_INDEX16 */
+/* reuse GL_RENDERBUFFER_RED_SIZE */
+/* reuse GL_RENDERBUFFER_GREEN_SIZE */
+/* reuse GL_RENDERBUFFER_BLUE_SIZE */
+/* reuse GL_RENDERBUFFER_ALPHA_SIZE */
+/* reuse GL_RENDERBUFFER_DEPTH_SIZE */
+/* reuse GL_RENDERBUFFER_STENCIL_SIZE */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */
+/* reuse GL_MAX_SAMPLES */
+/* Reuse tokens from ARB_framebuffer_sRGB */
+/* reuse GL_FRAMEBUFFER_SRGB */
+/* Reuse tokens from ARB_half_float_vertex */
+/* reuse GL_HALF_FLOAT */
+/* Reuse tokens from ARB_map_buffer_range */
+/* reuse GL_MAP_READ_BIT */
+/* reuse GL_MAP_WRITE_BIT */
+/* reuse GL_MAP_INVALIDATE_RANGE_BIT */
+/* reuse GL_MAP_INVALIDATE_BUFFER_BIT */
+/* reuse GL_MAP_FLUSH_EXPLICIT_BIT */
+/* reuse GL_MAP_UNSYNCHRONIZED_BIT */
+/* Reuse tokens from ARB_texture_compression_rgtc */
+/* reuse GL_COMPRESSED_RED_RGTC1 */
+/* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */
+/* reuse GL_COMPRESSED_RG_RGTC2 */
+/* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */
+/* Reuse tokens from ARB_texture_rg */
+/* reuse GL_RG */
+/* reuse GL_RG_INTEGER */
+/* reuse GL_R8 */
+/* reuse GL_R16 */
+/* reuse GL_RG8 */
+/* reuse GL_RG16 */
+/* reuse GL_R16F */
+/* reuse GL_R32F */
+/* reuse GL_RG16F */
+/* reuse GL_RG32F */
+/* reuse GL_R8I */
+/* reuse GL_R8UI */
+/* reuse GL_R16I */
+/* reuse GL_R16UI */
+/* reuse GL_R32I */
+/* reuse GL_R32UI */
+/* reuse GL_RG8I */
+/* reuse GL_RG8UI */
+/* reuse GL_RG16I */
+/* reuse GL_RG16UI */
+/* reuse GL_RG32I */
+/* reuse GL_RG32UI */
+/* Reuse tokens from ARB_vertex_array_object */
+/* reuse GL_VERTEX_ARRAY_BINDING */
+#endif
+
+#ifndef GL_VERSION_3_1
+#define GL_SAMPLER_2D_RECT                0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW         0x8B64
+#define GL_SAMPLER_BUFFER                 0x8DC2
+#define GL_INT_SAMPLER_2D_RECT            0x8DCD
+#define GL_INT_SAMPLER_BUFFER             0x8DD0
+#define GL_UNSIGNED_INT_SAMPLER_2D_RECT   0x8DD5
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER    0x8DD8
+#define GL_TEXTURE_BUFFER                 0x8C2A
+#define GL_MAX_TEXTURE_BUFFER_SIZE        0x8C2B
+#define GL_TEXTURE_BINDING_BUFFER         0x8C2C
+#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
+#define GL_TEXTURE_RECTANGLE              0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE      0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE        0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE     0x84F8
+#define GL_RED_SNORM                      0x8F90
+#define GL_RG_SNORM                       0x8F91
+#define GL_RGB_SNORM                      0x8F92
+#define GL_RGBA_SNORM                     0x8F93
+#define GL_R8_SNORM                       0x8F94
+#define GL_RG8_SNORM                      0x8F95
+#define GL_RGB8_SNORM                     0x8F96
+#define GL_RGBA8_SNORM                    0x8F97
+#define GL_R16_SNORM                      0x8F98
+#define GL_RG16_SNORM                     0x8F99
+#define GL_RGB16_SNORM                    0x8F9A
+#define GL_RGBA16_SNORM                   0x8F9B
+#define GL_SIGNED_NORMALIZED              0x8F9C
+#define GL_PRIMITIVE_RESTART              0x8F9D
+#define GL_PRIMITIVE_RESTART_INDEX        0x8F9E
+/* Reuse tokens from ARB_copy_buffer */
+/* reuse GL_COPY_READ_BUFFER */
+/* reuse GL_COPY_WRITE_BUFFER */
+/* Reuse tokens from ARB_draw_instanced (none) */
+/* Reuse tokens from ARB_uniform_buffer_object */
+/* reuse GL_UNIFORM_BUFFER */
+/* reuse GL_UNIFORM_BUFFER_BINDING */
+/* reuse GL_UNIFORM_BUFFER_START */
+/* reuse GL_UNIFORM_BUFFER_SIZE */
+/* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */
+/* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */
+/* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */
+/* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */
+/* reuse GL_MAX_UNIFORM_BLOCK_SIZE */
+/* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */
+/* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */
+/* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */
+/* reuse GL_ACTIVE_UNIFORM_BLOCKS */
+/* reuse GL_UNIFORM_TYPE */
+/* reuse GL_UNIFORM_SIZE */
+/* reuse GL_UNIFORM_NAME_LENGTH */
+/* reuse GL_UNIFORM_BLOCK_INDEX */
+/* reuse GL_UNIFORM_OFFSET */
+/* reuse GL_UNIFORM_ARRAY_STRIDE */
+/* reuse GL_UNIFORM_MATRIX_STRIDE */
+/* reuse GL_UNIFORM_IS_ROW_MAJOR */
+/* reuse GL_UNIFORM_BLOCK_BINDING */
+/* reuse GL_UNIFORM_BLOCK_DATA_SIZE */
+/* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */
+/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */
+/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */
+/* reuse GL_INVALID_INDEX */
+#endif
+
+#ifndef GL_VERSION_3_2
+#define GL_CONTEXT_CORE_PROFILE_BIT       0x00000001
+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
+#define GL_LINES_ADJACENCY                0x000A
+#define GL_LINE_STRIP_ADJACENCY           0x000B
+#define GL_TRIANGLES_ADJACENCY            0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY       0x000D
+#define GL_PROGRAM_POINT_SIZE             0x8642
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
+#define GL_GEOMETRY_SHADER                0x8DD9
+#define GL_GEOMETRY_VERTICES_OUT          0x8916
+#define GL_GEOMETRY_INPUT_TYPE            0x8917
+#define GL_GEOMETRY_OUTPUT_TYPE           0x8918
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES   0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
+#define GL_MAX_VERTEX_OUTPUT_COMPONENTS   0x9122
+#define GL_MAX_GEOMETRY_INPUT_COMPONENTS  0x9123
+#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
+#define GL_MAX_FRAGMENT_INPUT_COMPONENTS  0x9125
+#define GL_CONTEXT_PROFILE_MASK           0x9126
+/* reuse GL_MAX_VARYING_COMPONENTS */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
+/* Reuse tokens from ARB_depth_clamp */
+/* reuse GL_DEPTH_CLAMP */
+/* Reuse tokens from ARB_draw_elements_base_vertex (none) */
+/* Reuse tokens from ARB_fragment_coord_conventions (none) */
+/* Reuse tokens from ARB_provoking_vertex */
+/* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */
+/* reuse GL_FIRST_VERTEX_CONVENTION */
+/* reuse GL_LAST_VERTEX_CONVENTION */
+/* reuse GL_PROVOKING_VERTEX */
+/* Reuse tokens from ARB_seamless_cube_map */
+/* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */
+/* Reuse tokens from ARB_sync */
+/* reuse GL_MAX_SERVER_WAIT_TIMEOUT */
+/* reuse GL_OBJECT_TYPE */
+/* reuse GL_SYNC_CONDITION */
+/* reuse GL_SYNC_STATUS */
+/* reuse GL_SYNC_FLAGS */
+/* reuse GL_SYNC_FENCE */
+/* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */
+/* reuse GL_UNSIGNALED */
+/* reuse GL_SIGNALED */
+/* reuse GL_ALREADY_SIGNALED */
+/* reuse GL_TIMEOUT_EXPIRED */
+/* reuse GL_CONDITION_SATISFIED */
+/* reuse GL_WAIT_FAILED */
+/* reuse GL_TIMEOUT_IGNORED */
+/* reuse GL_SYNC_FLUSH_COMMANDS_BIT */
+/* reuse GL_TIMEOUT_IGNORED */
+/* Reuse tokens from ARB_texture_multisample */
+/* reuse GL_SAMPLE_POSITION */
+/* reuse GL_SAMPLE_MASK */
+/* reuse GL_SAMPLE_MASK_VALUE */
+/* reuse GL_MAX_SAMPLE_MASK_WORDS */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE */
+/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */
+/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_TEXTURE_SAMPLES */
+/* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */
+/* reuse GL_SAMPLER_2D_MULTISAMPLE */
+/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */
+/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */
+/* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */
+/* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */
+/* reuse GL_MAX_INTEGER_SAMPLES */
+/* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */
+#endif
+
+#ifndef GL_VERSION_3_3
+#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR    0x88FE
+/* Reuse tokens from ARB_blend_func_extended */
+/* reuse GL_SRC1_COLOR */
+/* reuse GL_ONE_MINUS_SRC1_COLOR */
+/* reuse GL_ONE_MINUS_SRC1_ALPHA */
+/* reuse GL_MAX_DUAL_SOURCE_DRAW_BUFFERS */
+/* Reuse tokens from ARB_explicit_attrib_location (none) */
+/* Reuse tokens from ARB_occlusion_query2 */
+/* reuse GL_ANY_SAMPLES_PASSED */
+/* Reuse tokens from ARB_sampler_objects */
+/* reuse GL_SAMPLER_BINDING */
+/* Reuse tokens from ARB_shader_bit_encoding (none) */
+/* Reuse tokens from ARB_texture_rgb10_a2ui */
+/* reuse GL_RGB10_A2UI */
+/* Reuse tokens from ARB_texture_swizzle */
+/* reuse GL_TEXTURE_SWIZZLE_R */
+/* reuse GL_TEXTURE_SWIZZLE_G */
+/* reuse GL_TEXTURE_SWIZZLE_B */
+/* reuse GL_TEXTURE_SWIZZLE_A */
+/* reuse GL_TEXTURE_SWIZZLE_RGBA */
+/* Reuse tokens from ARB_timer_query */
+/* reuse GL_TIME_ELAPSED */
+/* reuse GL_TIMESTAMP */
+/* Reuse tokens from ARB_vertex_type_2_10_10_10_rev */
+/* reuse GL_INT_2_10_10_10_REV */
+#endif
+
+#ifndef GL_VERSION_4_0
+#define GL_SAMPLE_SHADING                 0x8C36
+#define GL_MIN_SAMPLE_SHADING_VALUE       0x8C37
+#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
+#define GL_TEXTURE_CUBE_MAP_ARRAY         0x9009
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY   0x900B
+#define GL_SAMPLER_CUBE_MAP_ARRAY         0x900C
+#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW  0x900D
+#define GL_INT_SAMPLER_CUBE_MAP_ARRAY     0x900E
+#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
+/* Reuse tokens from ARB_texture_query_lod (none) */
+/* Reuse tokens from ARB_draw_buffers_blend (none) */
+/* Reuse tokens from ARB_draw_indirect */
+/* reuse GL_DRAW_INDIRECT_BUFFER */
+/* reuse GL_DRAW_INDIRECT_BUFFER_BINDING */
+/* Reuse tokens from ARB_gpu_shader5 */
+/* reuse GL_GEOMETRY_SHADER_INVOCATIONS */
+/* reuse GL_MAX_GEOMETRY_SHADER_INVOCATIONS */
+/* reuse GL_MIN_FRAGMENT_INTERPOLATION_OFFSET */
+/* reuse GL_MAX_FRAGMENT_INTERPOLATION_OFFSET */
+/* reuse GL_FRAGMENT_INTERPOLATION_OFFSET_BITS */
+/* reuse GL_MAX_VERTEX_STREAMS */
+/* Reuse tokens from ARB_gpu_shader_fp64 */
+/* reuse GL_DOUBLE_VEC2 */
+/* reuse GL_DOUBLE_VEC3 */
+/* reuse GL_DOUBLE_VEC4 */
+/* reuse GL_DOUBLE_MAT2 */
+/* reuse GL_DOUBLE_MAT3 */
+/* reuse GL_DOUBLE_MAT4 */
+/* reuse GL_DOUBLE_MAT2x3 */
+/* reuse GL_DOUBLE_MAT2x4 */
+/* reuse GL_DOUBLE_MAT3x2 */
+/* reuse GL_DOUBLE_MAT3x4 */
+/* reuse GL_DOUBLE_MAT4x2 */
+/* reuse GL_DOUBLE_MAT4x3 */
+/* Reuse tokens from ARB_shader_subroutine */
+/* reuse GL_ACTIVE_SUBROUTINES */
+/* reuse GL_ACTIVE_SUBROUTINE_UNIFORMS */
+/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS */
+/* reuse GL_ACTIVE_SUBROUTINE_MAX_LENGTH */
+/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH */
+/* reuse GL_MAX_SUBROUTINES */
+/* reuse GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS */
+/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
+/* reuse GL_COMPATIBLE_SUBROUTINES */
+/* Reuse tokens from ARB_tessellation_shader */
+/* reuse GL_PATCHES */
+/* reuse GL_PATCH_VERTICES */
+/* reuse GL_PATCH_DEFAULT_INNER_LEVEL */
+/* reuse GL_PATCH_DEFAULT_OUTER_LEVEL */
+/* reuse GL_TESS_CONTROL_OUTPUT_VERTICES */
+/* reuse GL_TESS_GEN_MODE */
+/* reuse GL_TESS_GEN_SPACING */
+/* reuse GL_TESS_GEN_VERTEX_ORDER */
+/* reuse GL_TESS_GEN_POINT_MODE */
+/* reuse GL_ISOLINES */
+/* reuse GL_FRACTIONAL_ODD */
+/* reuse GL_FRACTIONAL_EVEN */
+/* reuse GL_MAX_PATCH_VERTICES */
+/* reuse GL_MAX_TESS_GEN_LEVEL */
+/* reuse GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS */
+/* reuse GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS */
+/* reuse GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_PATCH_COMPONENTS */
+/* reuse GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS */
+/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS */
+/* reuse GL_MAX_TESS_CONTROL_INPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS */
+/* reuse GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER */
+/* reuse GL_TESS_EVALUATION_SHADER */
+/* reuse GL_TESS_CONTROL_SHADER */
+/* Reuse tokens from ARB_texture_buffer_object_rgb32 (none) */
+/* Reuse tokens from ARB_transform_feedback2 */
+/* reuse GL_TRANSFORM_FEEDBACK */
+/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED */
+/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE */
+/* reuse GL_TRANSFORM_FEEDBACK_BINDING */
+/* Reuse tokens from ARB_transform_feedback3 */
+/* reuse GL_MAX_TRANSFORM_FEEDBACK_BUFFERS */
+/* reuse GL_MAX_VERTEX_STREAMS */
+#endif
+
+#ifndef GL_VERSION_4_1
+/* Reuse tokens from ARB_ES2_compatibility */
+/* reuse GL_FIXED */
+/* reuse GL_IMPLEMENTATION_COLOR_READ_TYPE */
+/* reuse GL_IMPLEMENTATION_COLOR_READ_FORMAT */
+/* reuse GL_LOW_FLOAT */
+/* reuse GL_MEDIUM_FLOAT */
+/* reuse GL_HIGH_FLOAT */
+/* reuse GL_LOW_INT */
+/* reuse GL_MEDIUM_INT */
+/* reuse GL_HIGH_INT */
+/* reuse GL_SHADER_COMPILER */
+/* reuse GL_SHADER_BINARY_FORMATS */
+/* reuse GL_NUM_SHADER_BINARY_FORMATS */
+/* reuse GL_MAX_VERTEX_UNIFORM_VECTORS */
+/* reuse GL_MAX_VARYING_VECTORS */
+/* reuse GL_MAX_FRAGMENT_UNIFORM_VECTORS */
+/* reuse GL_RGB565 */
+/* Reuse tokens from ARB_get_program_binary */
+/* reuse GL_PROGRAM_BINARY_RETRIEVABLE_HINT */
+/* reuse GL_PROGRAM_BINARY_LENGTH */
+/* reuse GL_NUM_PROGRAM_BINARY_FORMATS */
+/* reuse GL_PROGRAM_BINARY_FORMATS */
+/* Reuse tokens from ARB_separate_shader_objects */
+/* reuse GL_VERTEX_SHADER_BIT */
+/* reuse GL_FRAGMENT_SHADER_BIT */
+/* reuse GL_GEOMETRY_SHADER_BIT */
+/* reuse GL_TESS_CONTROL_SHADER_BIT */
+/* reuse GL_TESS_EVALUATION_SHADER_BIT */
+/* reuse GL_ALL_SHADER_BITS */
+/* reuse GL_PROGRAM_SEPARABLE */
+/* reuse GL_ACTIVE_PROGRAM */
+/* reuse GL_PROGRAM_PIPELINE_BINDING */
+/* Reuse tokens from ARB_shader_precision (none) */
+/* Reuse tokens from ARB_vertex_attrib_64bit - all are in GL 3.0 and 4.0 already */
+/* Reuse tokens from ARB_viewport_array - some are in GL 1.1 and ARB_provoking_vertex already */
+/* reuse GL_MAX_VIEWPORTS */
+/* reuse GL_VIEWPORT_SUBPIXEL_BITS */
+/* reuse GL_VIEWPORT_BOUNDS_RANGE */
+/* reuse GL_LAYER_PROVOKING_VERTEX */
+/* reuse GL_VIEWPORT_INDEX_PROVOKING_VERTEX */
+/* reuse GL_UNDEFINED_VERTEX */
+#endif
+
+#ifndef GL_VERSION_4_2
+/* Reuse tokens from ARB_base_instance (none) */
+/* Reuse tokens from ARB_shading_language_420pack (none) */
+/* Reuse tokens from ARB_transform_feedback_instanced (none) */
+/* Reuse tokens from ARB_compressed_texture_pixel_storage */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_WIDTH */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_HEIGHT */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_DEPTH */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_SIZE */
+/* reuse GL_PACK_COMPRESSED_BLOCK_WIDTH */
+/* reuse GL_PACK_COMPRESSED_BLOCK_HEIGHT */
+/* reuse GL_PACK_COMPRESSED_BLOCK_DEPTH */
+/* reuse GL_PACK_COMPRESSED_BLOCK_SIZE */
+/* Reuse tokens from ARB_conservative_depth (none) */
+/* Reuse tokens from ARB_internalformat_query */
+/* reuse GL_NUM_SAMPLE_COUNTS */
+/* Reuse tokens from ARB_map_buffer_alignment */
+/* reuse GL_MIN_MAP_BUFFER_ALIGNMENT */
+/* Reuse tokens from ARB_shader_atomic_counters */
+/* reuse GL_ATOMIC_COUNTER_BUFFER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_BINDING */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_START */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_SIZE */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER */
+/* reuse GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_VERTEX_ATOMIC_COUNTERS */
+/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS */
+/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS */
+/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTERS */
+/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTERS */
+/* reuse GL_MAX_COMBINED_ATOMIC_COUNTERS */
+/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE */
+/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS */
+/* reuse GL_ACTIVE_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX */
+/* reuse GL_UNSIGNED_INT_ATOMIC_COUNTER */
+/* Reuse tokens from ARB_shader_image_load_store */
+/* reuse GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT */
+/* reuse GL_ELEMENT_ARRAY_BARRIER_BIT */
+/* reuse GL_UNIFORM_BARRIER_BIT */
+/* reuse GL_TEXTURE_FETCH_BARRIER_BIT */
+/* reuse GL_SHADER_IMAGE_ACCESS_BARRIER_BIT */
+/* reuse GL_COMMAND_BARRIER_BIT */
+/* reuse GL_PIXEL_BUFFER_BARRIER_BIT */
+/* reuse GL_TEXTURE_UPDATE_BARRIER_BIT */
+/* reuse GL_BUFFER_UPDATE_BARRIER_BIT */
+/* reuse GL_FRAMEBUFFER_BARRIER_BIT */
+/* reuse GL_TRANSFORM_FEEDBACK_BARRIER_BIT */
+/* reuse GL_ATOMIC_COUNTER_BARRIER_BIT */
+/* reuse GL_ALL_BARRIER_BITS */
+/* reuse GL_MAX_IMAGE_UNITS */
+/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
+/* reuse GL_IMAGE_BINDING_NAME */
+/* reuse GL_IMAGE_BINDING_LEVEL */
+/* reuse GL_IMAGE_BINDING_LAYERED */
+/* reuse GL_IMAGE_BINDING_LAYER */
+/* reuse GL_IMAGE_BINDING_ACCESS */
+/* reuse GL_IMAGE_1D */
+/* reuse GL_IMAGE_2D */
+/* reuse GL_IMAGE_3D */
+/* reuse GL_IMAGE_2D_RECT */
+/* reuse GL_IMAGE_CUBE */
+/* reuse GL_IMAGE_BUFFER */
+/* reuse GL_IMAGE_1D_ARRAY */
+/* reuse GL_IMAGE_2D_ARRAY */
+/* reuse GL_IMAGE_CUBE_MAP_ARRAY */
+/* reuse GL_IMAGE_2D_MULTISAMPLE */
+/* reuse GL_IMAGE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_INT_IMAGE_1D */
+/* reuse GL_INT_IMAGE_2D */
+/* reuse GL_INT_IMAGE_3D */
+/* reuse GL_INT_IMAGE_2D_RECT */
+/* reuse GL_INT_IMAGE_CUBE */
+/* reuse GL_INT_IMAGE_BUFFER */
+/* reuse GL_INT_IMAGE_1D_ARRAY */
+/* reuse GL_INT_IMAGE_2D_ARRAY */
+/* reuse GL_INT_IMAGE_CUBE_MAP_ARRAY */
+/* reuse GL_INT_IMAGE_2D_MULTISAMPLE */
+/* reuse GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_1D */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D */
+/* reuse GL_UNSIGNED_INT_IMAGE_3D */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_RECT */
+/* reuse GL_UNSIGNED_INT_IMAGE_CUBE */
+/* reuse GL_UNSIGNED_INT_IMAGE_BUFFER */
+/* reuse GL_UNSIGNED_INT_IMAGE_1D_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_MAX_IMAGE_SAMPLES */
+/* reuse GL_IMAGE_BINDING_FORMAT */
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE */
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS */
+/* reuse GL_MAX_VERTEX_IMAGE_UNIFORMS */
+/* reuse GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS */
+/* reuse GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS */
+/* reuse GL_MAX_GEOMETRY_IMAGE_UNIFORMS */
+/* reuse GL_MAX_FRAGMENT_IMAGE_UNIFORMS */
+/* reuse GL_MAX_COMBINED_IMAGE_UNIFORMS */
+/* Reuse tokens from ARB_shading_language_packing (none) */
+/* Reuse tokens from ARB_texture_storage */
+/* reuse GL_TEXTURE_IMMUTABLE_FORMAT */
+#endif
+
+#ifndef GL_VERSION_4_3
+#define GL_NUM_SHADING_LANGUAGE_VERSIONS  0x82E9
+#define GL_VERTEX_ATTRIB_ARRAY_LONG       0x874E
+/* Reuse tokens from ARB_arrays_of_arrays (none, GLSL only) */
+/* Reuse tokens from ARB_fragment_layer_viewport (none, GLSL only) */
+/* Reuse tokens from ARB_shader_image_size (none, GLSL only) */
+/* Reuse tokens from ARB_ES3_compatibility */
+/* reuse GL_COMPRESSED_RGB8_ETC2 */
+/* reuse GL_COMPRESSED_SRGB8_ETC2 */
+/* reuse GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
+/* reuse GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
+/* reuse GL_COMPRESSED_RGBA8_ETC2_EAC */
+/* reuse GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC */
+/* reuse GL_COMPRESSED_R11_EAC */
+/* reuse GL_COMPRESSED_SIGNED_R11_EAC */
+/* reuse GL_COMPRESSED_RG11_EAC */
+/* reuse GL_COMPRESSED_SIGNED_RG11_EAC */
+/* reuse GL_PRIMITIVE_RESTART_FIXED_INDEX */
+/* reuse GL_ANY_SAMPLES_PASSED_CONSERVATIVE */
+/* reuse GL_MAX_ELEMENT_INDEX */
+/* Reuse tokens from ARB_clear_buffer_object (none) */
+/* Reuse tokens from ARB_compute_shader */
+/* reuse GL_COMPUTE_SHADER */
+/* reuse GL_MAX_COMPUTE_UNIFORM_BLOCKS */
+/* reuse GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS */
+/* reuse GL_MAX_COMPUTE_IMAGE_UNIFORMS */
+/* reuse GL_MAX_COMPUTE_SHARED_MEMORY_SIZE */
+/* reuse GL_MAX_COMPUTE_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTERS */
+/* reuse GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMPUTE_LOCAL_INVOCATIONS */
+/* reuse GL_MAX_COMPUTE_WORK_GROUP_COUNT */
+/* reuse GL_MAX_COMPUTE_WORK_GROUP_SIZE */
+/* reuse GL_COMPUTE_LOCAL_WORK_SIZE */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER */
+/* reuse GL_DISPATCH_INDIRECT_BUFFER */
+/* reuse GL_DISPATCH_INDIRECT_BUFFER_BINDING */
+/* Reuse tokens from ARB_copy_image (none) */
+/* Reuse tokens from KHR_debug */
+/* reuse GL_DEBUG_OUTPUT_SYNCHRONOUS */
+/* reuse GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH */
+/* reuse GL_DEBUG_CALLBACK_FUNCTION */
+/* reuse GL_DEBUG_CALLBACK_USER_PARAM */
+/* reuse GL_DEBUG_SOURCE_API */
+/* reuse GL_DEBUG_SOURCE_WINDOW_SYSTEM */
+/* reuse GL_DEBUG_SOURCE_SHADER_COMPILER */
+/* reuse GL_DEBUG_SOURCE_THIRD_PARTY */
+/* reuse GL_DEBUG_SOURCE_APPLICATION */
+/* reuse GL_DEBUG_SOURCE_OTHER */
+/* reuse GL_DEBUG_TYPE_ERROR */
+/* reuse GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR */
+/* reuse GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR */
+/* reuse GL_DEBUG_TYPE_PORTABILITY */
+/* reuse GL_DEBUG_TYPE_PERFORMANCE */
+/* reuse GL_DEBUG_TYPE_OTHER */
+/* reuse GL_MAX_DEBUG_MESSAGE_LENGTH */
+/* reuse GL_MAX_DEBUG_LOGGED_MESSAGES */
+/* reuse GL_DEBUG_LOGGED_MESSAGES */
+/* reuse GL_DEBUG_SEVERITY_HIGH */
+/* reuse GL_DEBUG_SEVERITY_MEDIUM */
+/* reuse GL_DEBUG_SEVERITY_LOW */
+/* reuse GL_DEBUG_TYPE_MARKER */
+/* reuse GL_DEBUG_TYPE_PUSH_GROUP */
+/* reuse GL_DEBUG_TYPE_POP_GROUP */
+/* reuse GL_DEBUG_SEVERITY_NOTIFICATION */
+/* reuse GL_MAX_DEBUG_GROUP_STACK_DEPTH */
+/* reuse GL_DEBUG_GROUP_STACK_DEPTH */
+/* reuse GL_BUFFER */
+/* reuse GL_SHADER */
+/* reuse GL_PROGRAM */
+/* reuse GL_QUERY */
+/* reuse GL_PROGRAM_PIPELINE */
+/* reuse GL_SAMPLER */
+/* reuse GL_DISPLAY_LIST */
+/* reuse GL_MAX_LABEL_LENGTH */
+/* reuse GL_DEBUG_OUTPUT */
+/* reuse GL_CONTEXT_FLAG_DEBUG_BIT */
+/* reuse GL_STACK_UNDERFLOW */
+/* reuse GL_STACK_OVERFLOW */
+/* Reuse tokens from ARB_explicit_uniform_location */
+/* reuse GL_MAX_UNIFORM_LOCATIONS */
+/* Reuse tokens from ARB_framebuffer_no_attachments */
+/* reuse GL_FRAMEBUFFER_DEFAULT_WIDTH */
+/* reuse GL_FRAMEBUFFER_DEFAULT_HEIGHT */
+/* reuse GL_FRAMEBUFFER_DEFAULT_LAYERS */
+/* reuse GL_FRAMEBUFFER_DEFAULT_SAMPLES */
+/* reuse GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS */
+/* reuse GL_MAX_FRAMEBUFFER_WIDTH */
+/* reuse GL_MAX_FRAMEBUFFER_HEIGHT */
+/* reuse GL_MAX_FRAMEBUFFER_LAYERS */
+/* reuse GL_MAX_FRAMEBUFFER_SAMPLES */
+/* Reuse tokens from ARB_internalformat_query2 */
+/* reuse GL_INTERNALFORMAT_SUPPORTED */
+/* reuse GL_INTERNALFORMAT_PREFERRED */
+/* reuse GL_INTERNALFORMAT_RED_SIZE */
+/* reuse GL_INTERNALFORMAT_GREEN_SIZE */
+/* reuse GL_INTERNALFORMAT_BLUE_SIZE */
+/* reuse GL_INTERNALFORMAT_ALPHA_SIZE */
+/* reuse GL_INTERNALFORMAT_DEPTH_SIZE */
+/* reuse GL_INTERNALFORMAT_STENCIL_SIZE */
+/* reuse GL_INTERNALFORMAT_SHARED_SIZE */
+/* reuse GL_INTERNALFORMAT_RED_TYPE */
+/* reuse GL_INTERNALFORMAT_GREEN_TYPE */
+/* reuse GL_INTERNALFORMAT_BLUE_TYPE */
+/* reuse GL_INTERNALFORMAT_ALPHA_TYPE */
+/* reuse GL_INTERNALFORMAT_DEPTH_TYPE */
+/* reuse GL_INTERNALFORMAT_STENCIL_TYPE */
+/* reuse GL_MAX_WIDTH */
+/* reuse GL_MAX_HEIGHT */
+/* reuse GL_MAX_DEPTH */
+/* reuse GL_MAX_LAYERS */
+/* reuse GL_MAX_COMBINED_DIMENSIONS */
+/* reuse GL_COLOR_COMPONENTS */
+/* reuse GL_DEPTH_COMPONENTS */
+/* reuse GL_STENCIL_COMPONENTS */
+/* reuse GL_COLOR_RENDERABLE */
+/* reuse GL_DEPTH_RENDERABLE */
+/* reuse GL_STENCIL_RENDERABLE */
+/* reuse GL_FRAMEBUFFER_RENDERABLE */
+/* reuse GL_FRAMEBUFFER_RENDERABLE_LAYERED */
+/* reuse GL_FRAMEBUFFER_BLEND */
+/* reuse GL_READ_PIXELS */
+/* reuse GL_READ_PIXELS_FORMAT */
+/* reuse GL_READ_PIXELS_TYPE */
+/* reuse GL_TEXTURE_IMAGE_FORMAT */
+/* reuse GL_TEXTURE_IMAGE_TYPE */
+/* reuse GL_GET_TEXTURE_IMAGE_FORMAT */
+/* reuse GL_GET_TEXTURE_IMAGE_TYPE */
+/* reuse GL_MIPMAP */
+/* reuse GL_MANUAL_GENERATE_MIPMAP */
+/* reuse GL_AUTO_GENERATE_MIPMAP */
+/* reuse GL_COLOR_ENCODING */
+/* reuse GL_SRGB_READ */
+/* reuse GL_SRGB_WRITE */
+/* reuse GL_FILTER */
+/* reuse GL_VERTEX_TEXTURE */
+/* reuse GL_TESS_CONTROL_TEXTURE */
+/* reuse GL_TESS_EVALUATION_TEXTURE */
+/* reuse GL_GEOMETRY_TEXTURE */
+/* reuse GL_FRAGMENT_TEXTURE */
+/* reuse GL_COMPUTE_TEXTURE */
+/* reuse GL_TEXTURE_SHADOW */
+/* reuse GL_TEXTURE_GATHER */
+/* reuse GL_TEXTURE_GATHER_SHADOW */
+/* reuse GL_SHADER_IMAGE_LOAD */
+/* reuse GL_SHADER_IMAGE_STORE */
+/* reuse GL_SHADER_IMAGE_ATOMIC */
+/* reuse GL_IMAGE_TEXEL_SIZE */
+/* reuse GL_IMAGE_COMPATIBILITY_CLASS */
+/* reuse GL_IMAGE_PIXEL_FORMAT */
+/* reuse GL_IMAGE_PIXEL_TYPE */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE */
+/* reuse GL_TEXTURE_COMPRESSED_BLOCK_WIDTH */
+/* reuse GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT */
+/* reuse GL_TEXTURE_COMPRESSED_BLOCK_SIZE */
+/* reuse GL_CLEAR_BUFFER */
+/* reuse GL_TEXTURE_VIEW */
+/* reuse GL_VIEW_COMPATIBILITY_CLASS */
+/* reuse GL_FULL_SUPPORT */
+/* reuse GL_CAVEAT_SUPPORT */
+/* reuse GL_IMAGE_CLASS_4_X_32 */
+/* reuse GL_IMAGE_CLASS_2_X_32 */
+/* reuse GL_IMAGE_CLASS_1_X_32 */
+/* reuse GL_IMAGE_CLASS_4_X_16 */
+/* reuse GL_IMAGE_CLASS_2_X_16 */
+/* reuse GL_IMAGE_CLASS_1_X_16 */
+/* reuse GL_IMAGE_CLASS_4_X_8 */
+/* reuse GL_IMAGE_CLASS_2_X_8 */
+/* reuse GL_IMAGE_CLASS_1_X_8 */
+/* reuse GL_IMAGE_CLASS_11_11_10 */
+/* reuse GL_IMAGE_CLASS_10_10_10_2 */
+/* reuse GL_VIEW_CLASS_128_BITS */
+/* reuse GL_VIEW_CLASS_96_BITS */
+/* reuse GL_VIEW_CLASS_64_BITS */
+/* reuse GL_VIEW_CLASS_48_BITS */
+/* reuse GL_VIEW_CLASS_32_BITS */
+/* reuse GL_VIEW_CLASS_24_BITS */
+/* reuse GL_VIEW_CLASS_16_BITS */
+/* reuse GL_VIEW_CLASS_8_BITS */
+/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGB */
+/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGBA */
+/* reuse GL_VIEW_CLASS_S3TC_DXT3_RGBA */
+/* reuse GL_VIEW_CLASS_S3TC_DXT5_RGBA */
+/* reuse GL_VIEW_CLASS_RGTC1_RED */
+/* reuse GL_VIEW_CLASS_RGTC2_RG */
+/* reuse GL_VIEW_CLASS_BPTC_UNORM */
+/* reuse GL_VIEW_CLASS_BPTC_FLOAT */
+/* Reuse tokens from ARB_invalidate_subdata (none) */
+/* Reuse tokens from ARB_multi_draw_indirect (none) */
+/* Reuse tokens from ARB_program_interface_query */
+/* reuse GL_UNIFORM */
+/* reuse GL_UNIFORM_BLOCK */
+/* reuse GL_PROGRAM_INPUT */
+/* reuse GL_PROGRAM_OUTPUT */
+/* reuse GL_BUFFER_VARIABLE */
+/* reuse GL_SHADER_STORAGE_BLOCK */
+/* reuse GL_VERTEX_SUBROUTINE */
+/* reuse GL_TESS_CONTROL_SUBROUTINE */
+/* reuse GL_TESS_EVALUATION_SUBROUTINE */
+/* reuse GL_GEOMETRY_SUBROUTINE */
+/* reuse GL_FRAGMENT_SUBROUTINE */
+/* reuse GL_COMPUTE_SUBROUTINE */
+/* reuse GL_VERTEX_SUBROUTINE_UNIFORM */
+/* reuse GL_TESS_CONTROL_SUBROUTINE_UNIFORM */
+/* reuse GL_TESS_EVALUATION_SUBROUTINE_UNIFORM */
+/* reuse GL_GEOMETRY_SUBROUTINE_UNIFORM */
+/* reuse GL_FRAGMENT_SUBROUTINE_UNIFORM */
+/* reuse GL_COMPUTE_SUBROUTINE_UNIFORM */
+/* reuse GL_TRANSFORM_FEEDBACK_VARYING */
+/* reuse GL_ACTIVE_RESOURCES */
+/* reuse GL_MAX_NAME_LENGTH */
+/* reuse GL_MAX_NUM_ACTIVE_VARIABLES */
+/* reuse GL_MAX_NUM_COMPATIBLE_SUBROUTINES */
+/* reuse GL_NAME_LENGTH */
+/* reuse GL_TYPE */
+/* reuse GL_ARRAY_SIZE */
+/* reuse GL_OFFSET */
+/* reuse GL_BLOCK_INDEX */
+/* reuse GL_ARRAY_STRIDE */
+/* reuse GL_MATRIX_STRIDE */
+/* reuse GL_IS_ROW_MAJOR */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_INDEX */
+/* reuse GL_BUFFER_BINDING */
+/* reuse GL_BUFFER_DATA_SIZE */
+/* reuse GL_NUM_ACTIVE_VARIABLES */
+/* reuse GL_ACTIVE_VARIABLES */
+/* reuse GL_REFERENCED_BY_VERTEX_SHADER */
+/* reuse GL_REFERENCED_BY_TESS_CONTROL_SHADER */
+/* reuse GL_REFERENCED_BY_TESS_EVALUATION_SHADER */
+/* reuse GL_REFERENCED_BY_GEOMETRY_SHADER */
+/* reuse GL_REFERENCED_BY_FRAGMENT_SHADER */
+/* reuse GL_REFERENCED_BY_COMPUTE_SHADER */
+/* reuse GL_TOP_LEVEL_ARRAY_SIZE */
+/* reuse GL_TOP_LEVEL_ARRAY_STRIDE */
+/* reuse GL_LOCATION */
+/* reuse GL_LOCATION_INDEX */
+/* reuse GL_IS_PER_PATCH */
+/* Reuse tokens from ARB_robust_buffer_access_behavior (none) */
+/* Reuse tokens from ARB_shader_storage_buffer_object */
+/* reuse GL_SHADER_STORAGE_BUFFER */
+/* reuse GL_SHADER_STORAGE_BUFFER_BINDING */
+/* reuse GL_SHADER_STORAGE_BUFFER_START */
+/* reuse GL_SHADER_STORAGE_BUFFER_SIZE */
+/* reuse GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS */
+/* reuse GL_MAX_SHADER_STORAGE_BLOCK_SIZE */
+/* reuse GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT */
+/* reuse GL_SHADER_STORAGE_BARRIER_BIT */
+/* reuse GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES */
+/* Reuse tokens from ARB_stencil_texturing */
+/* reuse GL_DEPTH_STENCIL_TEXTURE_MODE */
+/* Reuse tokens from ARB_texture_buffer_range */
+/* reuse GL_TEXTURE_BUFFER_OFFSET */
+/* reuse GL_TEXTURE_BUFFER_SIZE */
+/* reuse GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT */
+/* Reuse tokens from ARB_texture_query_levels (none) */
+/* Reuse tokens from ARB_texture_storage_multisample (none) */
+/* Reuse tokens from ARB_texture_view */
+/* reuse GL_TEXTURE_VIEW_MIN_LEVEL */
+/* reuse GL_TEXTURE_VIEW_NUM_LEVELS */
+/* reuse GL_TEXTURE_VIEW_MIN_LAYER */
+/* reuse GL_TEXTURE_VIEW_NUM_LAYERS */
+/* reuse GL_TEXTURE_IMMUTABLE_LEVELS */
+/* Reuse tokens from ARB_vertex_attrib_binding */
+/* reuse GL_VERTEX_ATTRIB_BINDING */
+/* reuse GL_VERTEX_ATTRIB_RELATIVE_OFFSET */
+/* reuse GL_VERTEX_BINDING_DIVISOR */
+/* reuse GL_VERTEX_BINDING_OFFSET */
+/* reuse GL_VERTEX_BINDING_STRIDE */
+/* reuse GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET */
+/* reuse GL_MAX_VERTEX_ATTRIB_BINDINGS */
+#endif
+
+#ifndef GL_ARB_depth_buffer_float
+#define GL_DEPTH_COMPONENT32F             0x8CAC
+#define GL_DEPTH32F_STENCIL8              0x8CAD
+#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
+#endif
+
+#ifndef GL_ARB_framebuffer_object
+#define GL_INVALID_FRAMEBUFFER_OPERATION  0x0506
+#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
+#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
+#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
+#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
+#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
+#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
+#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
+#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
+#define GL_FRAMEBUFFER_DEFAULT            0x8218
+#define GL_FRAMEBUFFER_UNDEFINED          0x8219
+#define GL_DEPTH_STENCIL_ATTACHMENT       0x821A
+#define GL_MAX_RENDERBUFFER_SIZE          0x84E8
+#define GL_DEPTH_STENCIL                  0x84F9
+#define GL_UNSIGNED_INT_24_8              0x84FA
+#define GL_DEPTH24_STENCIL8               0x88F0
+#define GL_TEXTURE_STENCIL_SIZE           0x88F1
+#define GL_TEXTURE_RED_TYPE               0x8C10
+#define GL_TEXTURE_GREEN_TYPE             0x8C11
+#define GL_TEXTURE_BLUE_TYPE              0x8C12
+#define GL_TEXTURE_ALPHA_TYPE             0x8C13
+#define GL_TEXTURE_DEPTH_TYPE             0x8C16
+#define GL_UNSIGNED_NORMALIZED            0x8C17
+#define GL_FRAMEBUFFER_BINDING            0x8CA6
+#define GL_DRAW_FRAMEBUFFER_BINDING       GL_FRAMEBUFFER_BINDING
+#define GL_RENDERBUFFER_BINDING           0x8CA7
+#define GL_READ_FRAMEBUFFER               0x8CA8
+#define GL_DRAW_FRAMEBUFFER               0x8CA9
+#define GL_READ_FRAMEBUFFER_BINDING       0x8CAA
+#define GL_RENDERBUFFER_SAMPLES           0x8CAB
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
+#define GL_FRAMEBUFFER_COMPLETE           0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED        0x8CDD
+#define GL_MAX_COLOR_ATTACHMENTS          0x8CDF
+#define GL_COLOR_ATTACHMENT0              0x8CE0
+#define GL_COLOR_ATTACHMENT1              0x8CE1
+#define GL_COLOR_ATTACHMENT2              0x8CE2
+#define GL_COLOR_ATTACHMENT3              0x8CE3
+#define GL_COLOR_ATTACHMENT4              0x8CE4
+#define GL_COLOR_ATTACHMENT5              0x8CE5
+#define GL_COLOR_ATTACHMENT6              0x8CE6
+#define GL_COLOR_ATTACHMENT7              0x8CE7
+#define GL_COLOR_ATTACHMENT8              0x8CE8
+#define GL_COLOR_ATTACHMENT9              0x8CE9
+#define GL_COLOR_ATTACHMENT10             0x8CEA
+#define GL_COLOR_ATTACHMENT11             0x8CEB
+#define GL_COLOR_ATTACHMENT12             0x8CEC
+#define GL_COLOR_ATTACHMENT13             0x8CED
+#define GL_COLOR_ATTACHMENT14             0x8CEE
+#define GL_COLOR_ATTACHMENT15             0x8CEF
+#define GL_DEPTH_ATTACHMENT               0x8D00
+#define GL_STENCIL_ATTACHMENT             0x8D20
+#define GL_FRAMEBUFFER                    0x8D40
+#define GL_RENDERBUFFER                   0x8D41
+#define GL_RENDERBUFFER_WIDTH             0x8D42
+#define GL_RENDERBUFFER_HEIGHT            0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT   0x8D44
+#define GL_STENCIL_INDEX1                 0x8D46
+#define GL_STENCIL_INDEX4                 0x8D47
+#define GL_STENCIL_INDEX8                 0x8D48
+#define GL_STENCIL_INDEX16                0x8D49
+#define GL_RENDERBUFFER_RED_SIZE          0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE        0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE         0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE        0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE        0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE      0x8D55
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
+#define GL_MAX_SAMPLES                    0x8D57
+#endif
+
+#ifndef GL_ARB_framebuffer_sRGB
+#define GL_FRAMEBUFFER_SRGB               0x8DB9
+#endif
+
+#ifndef GL_ARB_half_float_vertex
+#define GL_HALF_FLOAT                     0x140B
+#endif
+
+#ifndef GL_ARB_map_buffer_range
+#define GL_MAP_READ_BIT                   0x0001
+#define GL_MAP_WRITE_BIT                  0x0002
+#define GL_MAP_INVALIDATE_RANGE_BIT       0x0004
+#define GL_MAP_INVALIDATE_BUFFER_BIT      0x0008
+#define GL_MAP_FLUSH_EXPLICIT_BIT         0x0010
+#define GL_MAP_UNSYNCHRONIZED_BIT         0x0020
+#endif
+
+#ifndef GL_ARB_texture_compression_rgtc
+#define GL_COMPRESSED_RED_RGTC1           0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1    0x8DBC
+#define GL_COMPRESSED_RG_RGTC2            0x8DBD
+#define GL_COMPRESSED_SIGNED_RG_RGTC2     0x8DBE
+#endif
+
+#ifndef GL_ARB_texture_rg
+#define GL_RG                             0x8227
+#define GL_RG_INTEGER                     0x8228
+#define GL_R8                             0x8229
+#define GL_R16                            0x822A
+#define GL_RG8                            0x822B
+#define GL_RG16                           0x822C
+#define GL_R16F                           0x822D
+#define GL_R32F                           0x822E
+#define GL_RG16F                          0x822F
+#define GL_RG32F                          0x8230
+#define GL_R8I                            0x8231
+#define GL_R8UI                           0x8232
+#define GL_R16I                           0x8233
+#define GL_R16UI                          0x8234
+#define GL_R32I                           0x8235
+#define GL_R32UI                          0x8236
+#define GL_RG8I                           0x8237
+#define GL_RG8UI                          0x8238
+#define GL_RG16I                          0x8239
+#define GL_RG16UI                         0x823A
+#define GL_RG32I                          0x823B
+#define GL_RG32UI                         0x823C
+#endif
+
+#ifndef GL_ARB_vertex_array_object
+#define GL_VERTEX_ARRAY_BINDING           0x85B5
+#endif
+
+#ifndef GL_ARB_uniform_buffer_object
+#define GL_UNIFORM_BUFFER                 0x8A11
+#define GL_UNIFORM_BUFFER_BINDING         0x8A28
+#define GL_UNIFORM_BUFFER_START           0x8A29
+#define GL_UNIFORM_BUFFER_SIZE            0x8A2A
+#define GL_MAX_VERTEX_UNIFORM_BLOCKS      0x8A2B
+#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS    0x8A2C
+#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS    0x8A2D
+#define GL_MAX_COMBINED_UNIFORM_BLOCKS    0x8A2E
+#define GL_MAX_UNIFORM_BUFFER_BINDINGS    0x8A2F
+#define GL_MAX_UNIFORM_BLOCK_SIZE         0x8A30
+#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
+#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
+#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
+#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
+#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
+#define GL_ACTIVE_UNIFORM_BLOCKS          0x8A36
+#define GL_UNIFORM_TYPE                   0x8A37
+#define GL_UNIFORM_SIZE                   0x8A38
+#define GL_UNIFORM_NAME_LENGTH            0x8A39
+#define GL_UNIFORM_BLOCK_INDEX            0x8A3A
+#define GL_UNIFORM_OFFSET                 0x8A3B
+#define GL_UNIFORM_ARRAY_STRIDE           0x8A3C
+#define GL_UNIFORM_MATRIX_STRIDE          0x8A3D
+#define GL_UNIFORM_IS_ROW_MAJOR           0x8A3E
+#define GL_UNIFORM_BLOCK_BINDING          0x8A3F
+#define GL_UNIFORM_BLOCK_DATA_SIZE        0x8A40
+#define GL_UNIFORM_BLOCK_NAME_LENGTH      0x8A41
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS  0x8A42
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
+#define GL_INVALID_INDEX                  0xFFFFFFFFu
+#endif
+
+#ifndef GL_ARB_copy_buffer
+#define GL_COPY_READ_BUFFER_BINDING       0x8F36
+#define GL_COPY_READ_BUFFER               GL_COPY_READ_BUFFER_BINDING
+#define GL_COPY_WRITE_BUFFER_BINDING      0x8F37
+#define GL_COPY_WRITE_BUFFER              GL_COPY_WRITE_BUFFER_BINDING
+#endif
+
+#ifndef GL_ARB_depth_clamp
+#define GL_DEPTH_CLAMP                    0x864F
+#endif
+
+#ifndef GL_ARB_draw_elements_base_vertex
+#endif
+
+#ifndef GL_ARB_fragment_coord_conventions
+#endif
+
+#ifndef GL_ARB_provoking_vertex
+#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
+#define GL_FIRST_VERTEX_CONVENTION        0x8E4D
+#define GL_LAST_VERTEX_CONVENTION         0x8E4E
+#define GL_PROVOKING_VERTEX               0x8E4F
+#endif
+
+#ifndef GL_ARB_seamless_cube_map
+#define GL_TEXTURE_CUBE_MAP_SEAMLESS      0x884F
+#endif
+
+#ifndef GL_ARB_sync
+#define GL_MAX_SERVER_WAIT_TIMEOUT        0x9111
+#define GL_OBJECT_TYPE                    0x9112
+#define GL_SYNC_CONDITION                 0x9113
+#define GL_SYNC_STATUS                    0x9114
+#define GL_SYNC_FLAGS                     0x9115
+#define GL_SYNC_FENCE                     0x9116
+#define GL_SYNC_GPU_COMMANDS_COMPLETE     0x9117
+#define GL_UNSIGNALED                     0x9118
+#define GL_SIGNALED                       0x9119
+#define GL_ALREADY_SIGNALED               0x911A
+#define GL_TIMEOUT_EXPIRED                0x911B
+#define GL_CONDITION_SATISFIED            0x911C
+#define GL_WAIT_FAILED                    0x911D
+#define GL_SYNC_FLUSH_COMMANDS_BIT        0x00000001
+#define GL_TIMEOUT_IGNORED                0xFFFFFFFFFFFFFFFFull
+#endif
+
+#ifndef GL_ARB_texture_multisample
+#define GL_SAMPLE_POSITION                0x8E50
+#define GL_SAMPLE_MASK                    0x8E51
+#define GL_SAMPLE_MASK_VALUE              0x8E52
+#define GL_MAX_SAMPLE_MASK_WORDS          0x8E59
+#define GL_TEXTURE_2D_MULTISAMPLE         0x9100
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE   0x9101
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY   0x9102
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
+#define GL_TEXTURE_SAMPLES                0x9106
+#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
+#define GL_SAMPLER_2D_MULTISAMPLE         0x9108
+#define GL_INT_SAMPLER_2D_MULTISAMPLE     0x9109
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
+#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY   0x910B
+#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
+#define GL_MAX_COLOR_TEXTURE_SAMPLES      0x910E
+#define GL_MAX_DEPTH_TEXTURE_SAMPLES      0x910F
+#define GL_MAX_INTEGER_SAMPLES            0x9110
+#endif
+
+#ifndef GL_ARB_vertex_array_bgra
+/* reuse GL_BGRA */
+#endif
+
+#ifndef GL_ARB_draw_buffers_blend
+#endif
+
+#ifndef GL_ARB_sample_shading
+#define GL_SAMPLE_SHADING_ARB             0x8C36
+#define GL_MIN_SAMPLE_SHADING_VALUE_ARB   0x8C37
+#endif
+
+#ifndef GL_ARB_texture_cube_map_array
+#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB     0x9009
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
+#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB     0x900C
+#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D
+#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E
+#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F
+#endif
+
+#ifndef GL_ARB_texture_gather
+#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F
+#endif
+
+#ifndef GL_ARB_texture_query_lod
+#endif
+
+#ifndef GL_ARB_shading_language_include
+#define GL_SHADER_INCLUDE_ARB             0x8DAE
+#define GL_NAMED_STRING_LENGTH_ARB        0x8DE9
+#define GL_NAMED_STRING_TYPE_ARB          0x8DEA
+#endif
+
+#ifndef GL_ARB_texture_compression_bptc
+#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
+#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
+#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
+#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
+#endif
+
+#ifndef GL_ARB_blend_func_extended
+#define GL_SRC1_COLOR                     0x88F9
+/* reuse GL_SRC1_ALPHA */
+#define GL_ONE_MINUS_SRC1_COLOR           0x88FA
+#define GL_ONE_MINUS_SRC1_ALPHA           0x88FB
+#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS   0x88FC
+#endif
+
+#ifndef GL_ARB_explicit_attrib_location
+#endif
+
+#ifndef GL_ARB_occlusion_query2
+#define GL_ANY_SAMPLES_PASSED             0x8C2F
+#endif
+
+#ifndef GL_ARB_sampler_objects
+#define GL_SAMPLER_BINDING                0x8919
+#endif
+
+#ifndef GL_ARB_shader_bit_encoding
+#endif
+
+#ifndef GL_ARB_texture_rgb10_a2ui
+#define GL_RGB10_A2UI                     0x906F
+#endif
+
+#ifndef GL_ARB_texture_swizzle
+#define GL_TEXTURE_SWIZZLE_R              0x8E42
+#define GL_TEXTURE_SWIZZLE_G              0x8E43
+#define GL_TEXTURE_SWIZZLE_B              0x8E44
+#define GL_TEXTURE_SWIZZLE_A              0x8E45
+#define GL_TEXTURE_SWIZZLE_RGBA           0x8E46
+#endif
+
+#ifndef GL_ARB_timer_query
+#define GL_TIME_ELAPSED                   0x88BF
+#define GL_TIMESTAMP                      0x8E28
+#endif
+
+#ifndef GL_ARB_vertex_type_2_10_10_10_rev
+/* reuse GL_UNSIGNED_INT_2_10_10_10_REV */
+#define GL_INT_2_10_10_10_REV             0x8D9F
+#endif
+
+#ifndef GL_ARB_draw_indirect
+#define GL_DRAW_INDIRECT_BUFFER           0x8F3F
+#define GL_DRAW_INDIRECT_BUFFER_BINDING   0x8F43
+#endif
+
+#ifndef GL_ARB_gpu_shader5
+#define GL_GEOMETRY_SHADER_INVOCATIONS    0x887F
+#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
+#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
+#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
+#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
+/* reuse GL_MAX_VERTEX_STREAMS */
+#endif
+
+#ifndef GL_ARB_gpu_shader_fp64
+/* reuse GL_DOUBLE */
+#define GL_DOUBLE_VEC2                    0x8FFC
+#define GL_DOUBLE_VEC3                    0x8FFD
+#define GL_DOUBLE_VEC4                    0x8FFE
+#define GL_DOUBLE_MAT2                    0x8F46
+#define GL_DOUBLE_MAT3                    0x8F47
+#define GL_DOUBLE_MAT4                    0x8F48
+#define GL_DOUBLE_MAT2x3                  0x8F49
+#define GL_DOUBLE_MAT2x4                  0x8F4A
+#define GL_DOUBLE_MAT3x2                  0x8F4B
+#define GL_DOUBLE_MAT3x4                  0x8F4C
+#define GL_DOUBLE_MAT4x2                  0x8F4D
+#define GL_DOUBLE_MAT4x3                  0x8F4E
+#endif
+
+#ifndef GL_ARB_shader_subroutine
+#define GL_ACTIVE_SUBROUTINES             0x8DE5
+#define GL_ACTIVE_SUBROUTINE_UNIFORMS     0x8DE6
+#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
+#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH   0x8E48
+#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
+#define GL_MAX_SUBROUTINES                0x8DE7
+#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
+#define GL_NUM_COMPATIBLE_SUBROUTINES     0x8E4A
+#define GL_COMPATIBLE_SUBROUTINES         0x8E4B
+/* reuse GL_UNIFORM_SIZE */
+/* reuse GL_UNIFORM_NAME_LENGTH */
+#endif
+
+#ifndef GL_ARB_tessellation_shader
+#define GL_PATCHES                        0x000E
+#define GL_PATCH_VERTICES                 0x8E72
+#define GL_PATCH_DEFAULT_INNER_LEVEL      0x8E73
+#define GL_PATCH_DEFAULT_OUTER_LEVEL      0x8E74
+#define GL_TESS_CONTROL_OUTPUT_VERTICES   0x8E75
+#define GL_TESS_GEN_MODE                  0x8E76
+#define GL_TESS_GEN_SPACING               0x8E77
+#define GL_TESS_GEN_VERTEX_ORDER          0x8E78
+#define GL_TESS_GEN_POINT_MODE            0x8E79
+/* reuse GL_TRIANGLES */
+/* reuse GL_QUADS */
+#define GL_ISOLINES                       0x8E7A
+/* reuse GL_EQUAL */
+#define GL_FRACTIONAL_ODD                 0x8E7B
+#define GL_FRACTIONAL_EVEN                0x8E7C
+/* reuse GL_CCW */
+/* reuse GL_CW */
+#define GL_MAX_PATCH_VERTICES             0x8E7D
+#define GL_MAX_TESS_GEN_LEVEL             0x8E7E
+#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
+#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
+#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
+#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
+#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
+#define GL_MAX_TESS_PATCH_COMPONENTS      0x8E84
+#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
+#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
+#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
+#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
+#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
+#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
+#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
+#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
+#define GL_TESS_EVALUATION_SHADER         0x8E87
+#define GL_TESS_CONTROL_SHADER            0x8E88
+#endif
+
+#ifndef GL_ARB_texture_buffer_object_rgb32
+/* reuse GL_RGB32F */
+/* reuse GL_RGB32UI */
+/* reuse GL_RGB32I */
+#endif
+
+#ifndef GL_ARB_transform_feedback2
+#define GL_TRANSFORM_FEEDBACK             0x8E22
+#define GL_TRANSFORM_FEEDBACK_PAUSED      0x8E23
+#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED GL_TRANSFORM_FEEDBACK_PAUSED
+#define GL_TRANSFORM_FEEDBACK_ACTIVE      0x8E24
+#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE GL_TRANSFORM_FEEDBACK_ACTIVE
+#define GL_TRANSFORM_FEEDBACK_BINDING     0x8E25
+#endif
+
+#ifndef GL_ARB_transform_feedback3
+#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
+#define GL_MAX_VERTEX_STREAMS             0x8E71
+#endif
+
+#ifndef GL_ARB_ES2_compatibility
+#define GL_FIXED                          0x140C
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
+#define GL_LOW_FLOAT                      0x8DF0
+#define GL_MEDIUM_FLOAT                   0x8DF1
+#define GL_HIGH_FLOAT                     0x8DF2
+#define GL_LOW_INT                        0x8DF3
+#define GL_MEDIUM_INT                     0x8DF4
+#define GL_HIGH_INT                       0x8DF5
+#define GL_SHADER_COMPILER                0x8DFA
+#define GL_SHADER_BINARY_FORMATS          0x8DF8
+#define GL_NUM_SHADER_BINARY_FORMATS      0x8DF9
+#define GL_MAX_VERTEX_UNIFORM_VECTORS     0x8DFB
+#define GL_MAX_VARYING_VECTORS            0x8DFC
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS   0x8DFD
+#define GL_RGB565                         0x8D62
+#endif
+
+#ifndef GL_ARB_get_program_binary
+#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
+#define GL_PROGRAM_BINARY_LENGTH          0x8741
+#define GL_NUM_PROGRAM_BINARY_FORMATS     0x87FE
+#define GL_PROGRAM_BINARY_FORMATS         0x87FF
+#endif
+
+#ifndef GL_ARB_separate_shader_objects
+#define GL_VERTEX_SHADER_BIT              0x00000001
+#define GL_FRAGMENT_SHADER_BIT            0x00000002
+#define GL_GEOMETRY_SHADER_BIT            0x00000004
+#define GL_TESS_CONTROL_SHADER_BIT        0x00000008
+#define GL_TESS_EVALUATION_SHADER_BIT     0x00000010
+#define GL_ALL_SHADER_BITS                0xFFFFFFFF
+#define GL_PROGRAM_SEPARABLE              0x8258
+#define GL_ACTIVE_PROGRAM                 0x8259
+#define GL_PROGRAM_PIPELINE_BINDING       0x825A
+#endif
+
+#ifndef GL_ARB_shader_precision
+#endif
+
+#ifndef GL_ARB_vertex_attrib_64bit
+/* reuse GL_RGB32I */
+/* reuse GL_DOUBLE_VEC2 */
+/* reuse GL_DOUBLE_VEC3 */
+/* reuse GL_DOUBLE_VEC4 */
+/* reuse GL_DOUBLE_MAT2 */
+/* reuse GL_DOUBLE_MAT3 */
+/* reuse GL_DOUBLE_MAT4 */
+/* reuse GL_DOUBLE_MAT2x3 */
+/* reuse GL_DOUBLE_MAT2x4 */
+/* reuse GL_DOUBLE_MAT3x2 */
+/* reuse GL_DOUBLE_MAT3x4 */
+/* reuse GL_DOUBLE_MAT4x2 */
+/* reuse GL_DOUBLE_MAT4x3 */
+#endif
+
+#ifndef GL_ARB_viewport_array
+/* reuse GL_SCISSOR_BOX */
+/* reuse GL_VIEWPORT */
+/* reuse GL_DEPTH_RANGE */
+/* reuse GL_SCISSOR_TEST */
+#define GL_MAX_VIEWPORTS                  0x825B
+#define GL_VIEWPORT_SUBPIXEL_BITS         0x825C
+#define GL_VIEWPORT_BOUNDS_RANGE          0x825D
+#define GL_LAYER_PROVOKING_VERTEX         0x825E
+#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
+#define GL_UNDEFINED_VERTEX               0x8260
+/* reuse GL_FIRST_VERTEX_CONVENTION */
+/* reuse GL_LAST_VERTEX_CONVENTION */
+/* reuse GL_PROVOKING_VERTEX */
+#endif
+
+#ifndef GL_ARB_cl_event
+#define GL_SYNC_CL_EVENT_ARB              0x8240
+#define GL_SYNC_CL_EVENT_COMPLETE_ARB     0x8241
+#endif
+
+#ifndef GL_ARB_debug_output
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB   0x8242
+#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
+#define GL_DEBUG_CALLBACK_FUNCTION_ARB    0x8244
+#define GL_DEBUG_CALLBACK_USER_PARAM_ARB  0x8245
+#define GL_DEBUG_SOURCE_API_ARB           0x8246
+#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
+#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
+#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB   0x8249
+#define GL_DEBUG_SOURCE_APPLICATION_ARB   0x824A
+#define GL_DEBUG_SOURCE_OTHER_ARB         0x824B
+#define GL_DEBUG_TYPE_ERROR_ARB           0x824C
+#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
+#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
+#define GL_DEBUG_TYPE_PORTABILITY_ARB     0x824F
+#define GL_DEBUG_TYPE_PERFORMANCE_ARB     0x8250
+#define GL_DEBUG_TYPE_OTHER_ARB           0x8251
+#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB   0x9143
+#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB  0x9144
+#define GL_DEBUG_LOGGED_MESSAGES_ARB      0x9145
+#define GL_DEBUG_SEVERITY_HIGH_ARB        0x9146
+#define GL_DEBUG_SEVERITY_MEDIUM_ARB      0x9147
+#define GL_DEBUG_SEVERITY_LOW_ARB         0x9148
+#endif
+
+#ifndef GL_ARB_robustness
+/* reuse GL_NO_ERROR */
+#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004
+#define GL_LOSE_CONTEXT_ON_RESET_ARB      0x8252
+#define GL_GUILTY_CONTEXT_RESET_ARB       0x8253
+#define GL_INNOCENT_CONTEXT_RESET_ARB     0x8254
+#define GL_UNKNOWN_CONTEXT_RESET_ARB      0x8255
+#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
+#define GL_NO_RESET_NOTIFICATION_ARB      0x8261
+#endif
+
+#ifndef GL_ARB_shader_stencil_export
+#endif
+
+#ifndef GL_ARB_base_instance
+#endif
+
+#ifndef GL_ARB_shading_language_420pack
+#endif
+
+#ifndef GL_ARB_transform_feedback_instanced
+#endif
+
+#ifndef GL_ARB_compressed_texture_pixel_storage
+#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH  0x9127
+#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128
+#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH  0x9129
+#define GL_UNPACK_COMPRESSED_BLOCK_SIZE   0x912A
+#define GL_PACK_COMPRESSED_BLOCK_WIDTH    0x912B
+#define GL_PACK_COMPRESSED_BLOCK_HEIGHT   0x912C
+#define GL_PACK_COMPRESSED_BLOCK_DEPTH    0x912D
+#define GL_PACK_COMPRESSED_BLOCK_SIZE     0x912E
+#endif
+
+#ifndef GL_ARB_conservative_depth
+#endif
+
+#ifndef GL_ARB_internalformat_query
+#define GL_NUM_SAMPLE_COUNTS              0x9380
+#endif
+
+#ifndef GL_ARB_map_buffer_alignment
+#define GL_MIN_MAP_BUFFER_ALIGNMENT       0x90BC
+#endif
+
+#ifndef GL_ARB_shader_atomic_counters
+#define GL_ATOMIC_COUNTER_BUFFER          0x92C0
+#define GL_ATOMIC_COUNTER_BUFFER_BINDING  0x92C1
+#define GL_ATOMIC_COUNTER_BUFFER_START    0x92C2
+#define GL_ATOMIC_COUNTER_BUFFER_SIZE     0x92C3
+#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
+#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
+#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
+#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
+#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
+#define GL_MAX_VERTEX_ATOMIC_COUNTERS     0x92D2
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS   0x92D5
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS   0x92D6
+#define GL_MAX_COMBINED_ATOMIC_COUNTERS   0x92D7
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
+#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS  0x92D9
+#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
+#define GL_UNSIGNED_INT_ATOMIC_COUNTER    0x92DB
+#endif
+
+#ifndef GL_ARB_shader_image_load_store
+#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
+#define GL_ELEMENT_ARRAY_BARRIER_BIT      0x00000002
+#define GL_UNIFORM_BARRIER_BIT            0x00000004
+#define GL_TEXTURE_FETCH_BARRIER_BIT      0x00000008
+#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
+#define GL_COMMAND_BARRIER_BIT            0x00000040
+#define GL_PIXEL_BUFFER_BARRIER_BIT       0x00000080
+#define GL_TEXTURE_UPDATE_BARRIER_BIT     0x00000100
+#define GL_BUFFER_UPDATE_BARRIER_BIT      0x00000200
+#define GL_FRAMEBUFFER_BARRIER_BIT        0x00000400
+#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
+#define GL_ATOMIC_COUNTER_BARRIER_BIT     0x00001000
+#define GL_ALL_BARRIER_BITS               0xFFFFFFFF
+#define GL_MAX_IMAGE_UNITS                0x8F38
+#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
+#define GL_IMAGE_BINDING_NAME             0x8F3A
+#define GL_IMAGE_BINDING_LEVEL            0x8F3B
+#define GL_IMAGE_BINDING_LAYERED          0x8F3C
+#define GL_IMAGE_BINDING_LAYER            0x8F3D
+#define GL_IMAGE_BINDING_ACCESS           0x8F3E
+#define GL_IMAGE_1D                       0x904C
+#define GL_IMAGE_2D                       0x904D
+#define GL_IMAGE_3D                       0x904E
+#define GL_IMAGE_2D_RECT                  0x904F
+#define GL_IMAGE_CUBE                     0x9050
+#define GL_IMAGE_BUFFER                   0x9051
+#define GL_IMAGE_1D_ARRAY                 0x9052
+#define GL_IMAGE_2D_ARRAY                 0x9053
+#define GL_IMAGE_CUBE_MAP_ARRAY           0x9054
+#define GL_IMAGE_2D_MULTISAMPLE           0x9055
+#define GL_IMAGE_2D_MULTISAMPLE_ARRAY     0x9056
+#define GL_INT_IMAGE_1D                   0x9057
+#define GL_INT_IMAGE_2D                   0x9058
+#define GL_INT_IMAGE_3D                   0x9059
+#define GL_INT_IMAGE_2D_RECT              0x905A
+#define GL_INT_IMAGE_CUBE                 0x905B
+#define GL_INT_IMAGE_BUFFER               0x905C
+#define GL_INT_IMAGE_1D_ARRAY             0x905D
+#define GL_INT_IMAGE_2D_ARRAY             0x905E
+#define GL_INT_IMAGE_CUBE_MAP_ARRAY       0x905F
+#define GL_INT_IMAGE_2D_MULTISAMPLE       0x9060
+#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
+#define GL_UNSIGNED_INT_IMAGE_1D          0x9062
+#define GL_UNSIGNED_INT_IMAGE_2D          0x9063
+#define GL_UNSIGNED_INT_IMAGE_3D          0x9064
+#define GL_UNSIGNED_INT_IMAGE_2D_RECT     0x9065
+#define GL_UNSIGNED_INT_IMAGE_CUBE        0x9066
+#define GL_UNSIGNED_INT_IMAGE_BUFFER      0x9067
+#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY    0x9068
+#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY    0x9069
+#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
+#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
+#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
+#define GL_MAX_IMAGE_SAMPLES              0x906D
+#define GL_IMAGE_BINDING_FORMAT           0x906E
+#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
+#define GL_MAX_VERTEX_IMAGE_UNIFORMS      0x90CA
+#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
+#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
+#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS    0x90CD
+#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS    0x90CE
+#define GL_MAX_COMBINED_IMAGE_UNIFORMS    0x90CF
+#endif
+
+#ifndef GL_ARB_shading_language_packing
+#endif
+
+#ifndef GL_ARB_texture_storage
+#define GL_TEXTURE_IMMUTABLE_FORMAT       0x912F
+#endif
+
+#ifndef GL_KHR_texture_compression_astc_ldr
+#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR   0x93B0
+#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR   0x93B1
+#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR   0x93B2
+#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR   0x93B3
+#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR   0x93B4
+#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR   0x93B5
+#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR   0x93B6
+#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR   0x93B7
+#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR  0x93B8
+#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR  0x93B9
+#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR  0x93BA
+#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
+#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
+#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
+#endif
+
+#ifndef GL_KHR_debug
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS       0x8242
+#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
+#define GL_DEBUG_CALLBACK_FUNCTION        0x8244
+#define GL_DEBUG_CALLBACK_USER_PARAM      0x8245
+#define GL_DEBUG_SOURCE_API               0x8246
+#define GL_DEBUG_SOURCE_WINDOW_SYSTEM     0x8247
+#define GL_DEBUG_SOURCE_SHADER_COMPILER   0x8248
+#define GL_DEBUG_SOURCE_THIRD_PARTY       0x8249
+#define GL_DEBUG_SOURCE_APPLICATION       0x824A
+#define GL_DEBUG_SOURCE_OTHER             0x824B
+#define GL_DEBUG_TYPE_ERROR               0x824C
+#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
+#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR  0x824E
+#define GL_DEBUG_TYPE_PORTABILITY         0x824F
+#define GL_DEBUG_TYPE_PERFORMANCE         0x8250
+#define GL_DEBUG_TYPE_OTHER               0x8251
+#define GL_DEBUG_TYPE_MARKER              0x8268
+#define GL_DEBUG_TYPE_PUSH_GROUP          0x8269
+#define GL_DEBUG_TYPE_POP_GROUP           0x826A
+#define GL_DEBUG_SEVERITY_NOTIFICATION    0x826B
+#define GL_MAX_DEBUG_GROUP_STACK_DEPTH    0x826C
+#define GL_DEBUG_GROUP_STACK_DEPTH        0x826D
+#define GL_BUFFER                         0x82E0
+#define GL_SHADER                         0x82E1
+#define GL_PROGRAM                        0x82E2
+#define GL_QUERY                          0x82E3
+#define GL_PROGRAM_PIPELINE               0x82E4
+#define GL_SAMPLER                        0x82E6
+#define GL_DISPLAY_LIST                   0x82E7
+/* DISPLAY_LIST used in compatibility profile only */
+#define GL_MAX_LABEL_LENGTH               0x82E8
+#define GL_MAX_DEBUG_MESSAGE_LENGTH       0x9143
+#define GL_MAX_DEBUG_LOGGED_MESSAGES      0x9144
+#define GL_DEBUG_LOGGED_MESSAGES          0x9145
+#define GL_DEBUG_SEVERITY_HIGH            0x9146
+#define GL_DEBUG_SEVERITY_MEDIUM          0x9147
+#define GL_DEBUG_SEVERITY_LOW             0x9148
+#define GL_DEBUG_OUTPUT                   0x92E0
+#define GL_CONTEXT_FLAG_DEBUG_BIT         0x00000002
+/* reuse GL_STACK_UNDERFLOW */
+/* reuse GL_STACK_OVERFLOW */
+#endif
+
+#ifndef GL_ARB_arrays_of_arrays
+#endif
+
+#ifndef GL_ARB_clear_buffer_object
+#endif
+
+#ifndef GL_ARB_compute_shader
+#define GL_COMPUTE_SHADER                 0x91B9
+#define GL_MAX_COMPUTE_UNIFORM_BLOCKS     0x91BB
+#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
+#define GL_MAX_COMPUTE_IMAGE_UNIFORMS     0x91BD
+#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
+#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
+#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
+#define GL_MAX_COMPUTE_ATOMIC_COUNTERS    0x8265
+#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
+#define GL_MAX_COMPUTE_LOCAL_INVOCATIONS  0x90EB
+#define GL_MAX_COMPUTE_WORK_GROUP_COUNT   0x91BE
+#define GL_MAX_COMPUTE_WORK_GROUP_SIZE    0x91BF
+#define GL_COMPUTE_LOCAL_WORK_SIZE        0x8267
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
+#define GL_DISPATCH_INDIRECT_BUFFER       0x90EE
+#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
+#define GL_COMPUTE_SHADER_BIT             0x00000020
+#endif
+
+#ifndef GL_ARB_copy_image
+#endif
+
+#ifndef GL_ARB_texture_view
+#define GL_TEXTURE_VIEW_MIN_LEVEL         0x82DB
+#define GL_TEXTURE_VIEW_NUM_LEVELS        0x82DC
+#define GL_TEXTURE_VIEW_MIN_LAYER         0x82DD
+#define GL_TEXTURE_VIEW_NUM_LAYERS        0x82DE
+#define GL_TEXTURE_IMMUTABLE_LEVELS       0x82DF
+#endif
+
+#ifndef GL_ARB_vertex_attrib_binding
+#define GL_VERTEX_ATTRIB_BINDING          0x82D4
+#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET  0x82D5
+#define GL_VERTEX_BINDING_DIVISOR         0x82D6
+#define GL_VERTEX_BINDING_OFFSET          0x82D7
+#define GL_VERTEX_BINDING_STRIDE          0x82D8
+#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
+#define GL_MAX_VERTEX_ATTRIB_BINDINGS     0x82DA
+#endif
+
+#ifndef GL_ARB_robustness_isolation
+#endif
+
+#ifndef GL_ARB_ES3_compatibility
+#define GL_COMPRESSED_RGB8_ETC2           0x9274
+#define GL_COMPRESSED_SRGB8_ETC2          0x9275
+#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
+#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
+#define GL_COMPRESSED_RGBA8_ETC2_EAC      0x9278
+#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
+#define GL_COMPRESSED_R11_EAC             0x9270
+#define GL_COMPRESSED_SIGNED_R11_EAC      0x9271
+#define GL_COMPRESSED_RG11_EAC            0x9272
+#define GL_COMPRESSED_SIGNED_RG11_EAC     0x9273
+#define GL_PRIMITIVE_RESTART_FIXED_INDEX  0x8D69
+#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
+#define GL_MAX_ELEMENT_INDEX              0x8D6B
+#endif
+
+#ifndef GL_ARB_explicit_uniform_location
+#define GL_MAX_UNIFORM_LOCATIONS          0x826E
+#endif
+
+#ifndef GL_ARB_fragment_layer_viewport
+#endif
+
+#ifndef GL_ARB_framebuffer_no_attachments
+#define GL_FRAMEBUFFER_DEFAULT_WIDTH      0x9310
+#define GL_FRAMEBUFFER_DEFAULT_HEIGHT     0x9311
+#define GL_FRAMEBUFFER_DEFAULT_LAYERS     0x9312
+#define GL_FRAMEBUFFER_DEFAULT_SAMPLES    0x9313
+#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
+#define GL_MAX_FRAMEBUFFER_WIDTH          0x9315
+#define GL_MAX_FRAMEBUFFER_HEIGHT         0x9316
+#define GL_MAX_FRAMEBUFFER_LAYERS         0x9317
+#define GL_MAX_FRAMEBUFFER_SAMPLES        0x9318
+#endif
+
+#ifndef GL_ARB_internalformat_query2
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
+/* reuse GL_NUM_SAMPLE_COUNTS */
+/* reuse GL_RENDERBUFFER */
+/* reuse GL_SAMPLES */
+/* reuse GL_TEXTURE_1D */
+/* reuse GL_TEXTURE_1D_ARRAY */
+/* reuse GL_TEXTURE_2D */
+/* reuse GL_TEXTURE_2D_ARRAY */
+/* reuse GL_TEXTURE_3D */
+/* reuse GL_TEXTURE_CUBE_MAP */
+/* reuse GL_TEXTURE_CUBE_MAP_ARRAY */
+/* reuse GL_TEXTURE_RECTANGLE */
+/* reuse GL_TEXTURE_BUFFER */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_TEXTURE_COMPRESSED */
+#define GL_INTERNALFORMAT_SUPPORTED       0x826F
+#define GL_INTERNALFORMAT_PREFERRED       0x8270
+#define GL_INTERNALFORMAT_RED_SIZE        0x8271
+#define GL_INTERNALFORMAT_GREEN_SIZE      0x8272
+#define GL_INTERNALFORMAT_BLUE_SIZE       0x8273
+#define GL_INTERNALFORMAT_ALPHA_SIZE      0x8274
+#define GL_INTERNALFORMAT_DEPTH_SIZE      0x8275
+#define GL_INTERNALFORMAT_STENCIL_SIZE    0x8276
+#define GL_INTERNALFORMAT_SHARED_SIZE     0x8277
+#define GL_INTERNALFORMAT_RED_TYPE        0x8278
+#define GL_INTERNALFORMAT_GREEN_TYPE      0x8279
+#define GL_INTERNALFORMAT_BLUE_TYPE       0x827A
+#define GL_INTERNALFORMAT_ALPHA_TYPE      0x827B
+#define GL_INTERNALFORMAT_DEPTH_TYPE      0x827C
+#define GL_INTERNALFORMAT_STENCIL_TYPE    0x827D
+#define GL_MAX_WIDTH                      0x827E
+#define GL_MAX_HEIGHT                     0x827F
+#define GL_MAX_DEPTH                      0x8280
+#define GL_MAX_LAYERS                     0x8281
+#define GL_MAX_COMBINED_DIMENSIONS        0x8282
+#define GL_COLOR_COMPONENTS               0x8283
+#define GL_DEPTH_COMPONENTS               0x8284
+#define GL_STENCIL_COMPONENTS             0x8285
+#define GL_COLOR_RENDERABLE               0x8286
+#define GL_DEPTH_RENDERABLE               0x8287
+#define GL_STENCIL_RENDERABLE             0x8288
+#define GL_FRAMEBUFFER_RENDERABLE         0x8289
+#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A
+#define GL_FRAMEBUFFER_BLEND              0x828B
+#define GL_READ_PIXELS                    0x828C
+#define GL_READ_PIXELS_FORMAT             0x828D
+#define GL_READ_PIXELS_TYPE               0x828E
+#define GL_TEXTURE_IMAGE_FORMAT           0x828F
+#define GL_TEXTURE_IMAGE_TYPE             0x8290
+#define GL_GET_TEXTURE_IMAGE_FORMAT       0x8291
+#define GL_GET_TEXTURE_IMAGE_TYPE         0x8292
+#define GL_MIPMAP                         0x8293
+#define GL_MANUAL_GENERATE_MIPMAP         0x8294
+#define GL_AUTO_GENERATE_MIPMAP           0x8295
+#define GL_COLOR_ENCODING                 0x8296
+#define GL_SRGB_READ                      0x8297
+#define GL_SRGB_WRITE                     0x8298
+#define GL_SRGB_DECODE_ARB                0x8299
+#define GL_FILTER                         0x829A
+#define GL_VERTEX_TEXTURE                 0x829B
+#define GL_TESS_CONTROL_TEXTURE           0x829C
+#define GL_TESS_EVALUATION_TEXTURE        0x829D
+#define GL_GEOMETRY_TEXTURE               0x829E
+#define GL_FRAGMENT_TEXTURE               0x829F
+#define GL_COMPUTE_TEXTURE                0x82A0
+#define GL_TEXTURE_SHADOW                 0x82A1
+#define GL_TEXTURE_GATHER                 0x82A2
+#define GL_TEXTURE_GATHER_SHADOW          0x82A3
+#define GL_SHADER_IMAGE_LOAD              0x82A4
+#define GL_SHADER_IMAGE_STORE             0x82A5
+#define GL_SHADER_IMAGE_ATOMIC            0x82A6
+#define GL_IMAGE_TEXEL_SIZE               0x82A7
+#define GL_IMAGE_COMPATIBILITY_CLASS      0x82A8
+#define GL_IMAGE_PIXEL_FORMAT             0x82A9
+#define GL_IMAGE_PIXEL_TYPE               0x82AA
+#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC
+#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD
+#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE
+#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF
+#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1
+#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2
+#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE  0x82B3
+#define GL_CLEAR_BUFFER                   0x82B4
+#define GL_TEXTURE_VIEW                   0x82B5
+#define GL_VIEW_COMPATIBILITY_CLASS       0x82B6
+#define GL_FULL_SUPPORT                   0x82B7
+#define GL_CAVEAT_SUPPORT                 0x82B8
+#define GL_IMAGE_CLASS_4_X_32             0x82B9
+#define GL_IMAGE_CLASS_2_X_32             0x82BA
+#define GL_IMAGE_CLASS_1_X_32             0x82BB
+#define GL_IMAGE_CLASS_4_X_16             0x82BC
+#define GL_IMAGE_CLASS_2_X_16             0x82BD
+#define GL_IMAGE_CLASS_1_X_16             0x82BE
+#define GL_IMAGE_CLASS_4_X_8              0x82BF
+#define GL_IMAGE_CLASS_2_X_8              0x82C0
+#define GL_IMAGE_CLASS_1_X_8              0x82C1
+#define GL_IMAGE_CLASS_11_11_10           0x82C2
+#define GL_IMAGE_CLASS_10_10_10_2         0x82C3
+#define GL_VIEW_CLASS_128_BITS            0x82C4
+#define GL_VIEW_CLASS_96_BITS             0x82C5
+#define GL_VIEW_CLASS_64_BITS             0x82C6
+#define GL_VIEW_CLASS_48_BITS             0x82C7
+#define GL_VIEW_CLASS_32_BITS             0x82C8
+#define GL_VIEW_CLASS_24_BITS             0x82C9
+#define GL_VIEW_CLASS_16_BITS             0x82CA
+#define GL_VIEW_CLASS_8_BITS              0x82CB
+#define GL_VIEW_CLASS_S3TC_DXT1_RGB       0x82CC
+#define GL_VIEW_CLASS_S3TC_DXT1_RGBA      0x82CD
+#define GL_VIEW_CLASS_S3TC_DXT3_RGBA      0x82CE
+#define GL_VIEW_CLASS_S3TC_DXT5_RGBA      0x82CF
+#define GL_VIEW_CLASS_RGTC1_RED           0x82D0
+#define GL_VIEW_CLASS_RGTC2_RG            0x82D1
+#define GL_VIEW_CLASS_BPTC_UNORM          0x82D2
+#define GL_VIEW_CLASS_BPTC_FLOAT          0x82D3
+#endif
+
+#ifndef GL_ARB_invalidate_subdata
+#endif
+
+#ifndef GL_ARB_multi_draw_indirect
+#endif
+
+#ifndef GL_ARB_program_interface_query
+#define GL_UNIFORM                        0x92E1
+#define GL_UNIFORM_BLOCK                  0x92E2
+#define GL_PROGRAM_INPUT                  0x92E3
+#define GL_PROGRAM_OUTPUT                 0x92E4
+#define GL_BUFFER_VARIABLE                0x92E5
+#define GL_SHADER_STORAGE_BLOCK           0x92E6
+/* reuse GL_ATOMIC_COUNTER_BUFFER */
+#define GL_VERTEX_SUBROUTINE              0x92E8
+#define GL_TESS_CONTROL_SUBROUTINE        0x92E9
+#define GL_TESS_EVALUATION_SUBROUTINE     0x92EA
+#define GL_GEOMETRY_SUBROUTINE            0x92EB
+#define GL_FRAGMENT_SUBROUTINE            0x92EC
+#define GL_COMPUTE_SUBROUTINE             0x92ED
+#define GL_VERTEX_SUBROUTINE_UNIFORM      0x92EE
+#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF
+#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0
+#define GL_GEOMETRY_SUBROUTINE_UNIFORM    0x92F1
+#define GL_FRAGMENT_SUBROUTINE_UNIFORM    0x92F2
+#define GL_COMPUTE_SUBROUTINE_UNIFORM     0x92F3
+#define GL_TRANSFORM_FEEDBACK_VARYING     0x92F4
+#define GL_ACTIVE_RESOURCES               0x92F5
+#define GL_MAX_NAME_LENGTH                0x92F6
+#define GL_MAX_NUM_ACTIVE_VARIABLES       0x92F7
+#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8
+#define GL_NAME_LENGTH                    0x92F9
+#define GL_TYPE                           0x92FA
+#define GL_ARRAY_SIZE                     0x92FB
+#define GL_OFFSET                         0x92FC
+#define GL_BLOCK_INDEX                    0x92FD
+#define GL_ARRAY_STRIDE                   0x92FE
+#define GL_MATRIX_STRIDE                  0x92FF
+#define GL_IS_ROW_MAJOR                   0x9300
+#define GL_ATOMIC_COUNTER_BUFFER_INDEX    0x9301
+#define GL_BUFFER_BINDING                 0x9302
+#define GL_BUFFER_DATA_SIZE               0x9303
+#define GL_NUM_ACTIVE_VARIABLES           0x9304
+#define GL_ACTIVE_VARIABLES               0x9305
+#define GL_REFERENCED_BY_VERTEX_SHADER    0x9306
+#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307
+#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308
+#define GL_REFERENCED_BY_GEOMETRY_SHADER  0x9309
+#define GL_REFERENCED_BY_FRAGMENT_SHADER  0x930A
+#define GL_REFERENCED_BY_COMPUTE_SHADER   0x930B
+#define GL_TOP_LEVEL_ARRAY_SIZE           0x930C
+#define GL_TOP_LEVEL_ARRAY_STRIDE         0x930D
+#define GL_LOCATION                       0x930E
+#define GL_LOCATION_INDEX                 0x930F
+#define GL_IS_PER_PATCH                   0x92E7
+/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
+/* reuse GL_COMPATIBLE_SUBROUTINES */
+#endif
+
+#ifndef GL_ARB_robust_buffer_access_behavior
+#endif
+
+#ifndef GL_ARB_shader_image_size
+#endif
+
+#ifndef GL_ARB_shader_storage_buffer_object
+#define GL_SHADER_STORAGE_BUFFER          0x90D2
+#define GL_SHADER_STORAGE_BUFFER_BINDING  0x90D3
+#define GL_SHADER_STORAGE_BUFFER_START    0x90D4
+#define GL_SHADER_STORAGE_BUFFER_SIZE     0x90D5
+#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
+#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
+#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
+#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
+#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
+#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
+#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
+#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
+#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE  0x90DE
+#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
+#define GL_SHADER_STORAGE_BARRIER_BIT     0x2000
+#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS
+/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
+#endif
+
+#ifndef GL_ARB_stencil_texturing
+#define GL_DEPTH_STENCIL_TEXTURE_MODE     0x90EA
+#endif
+
+#ifndef GL_ARB_texture_buffer_range
+#define GL_TEXTURE_BUFFER_OFFSET          0x919D
+#define GL_TEXTURE_BUFFER_SIZE            0x919E
+#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F
+#endif
+
+#ifndef GL_ARB_texture_query_levels
+#endif
+
+#ifndef GL_ARB_texture_storage_multisample
+#endif
+
+
+/*************************************************************/
+
+#include <stddef.h>
+#ifndef GL_VERSION_2_0
+/* GL type for program/shader text */
+typedef char GLchar;
+#endif
+
+#ifndef GL_VERSION_1_5
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptr;
+typedef ptrdiff_t GLsizeiptr;
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptrARB;
+typedef ptrdiff_t GLsizeiptrARB;
+#endif
+
+#ifndef GL_ARB_shader_objects
+/* GL types for program/shader text and shader object handles */
+typedef char GLcharARB;
+typedef unsigned int GLhandleARB;
+#endif
+
+/* GL type for "half" precision (s10e5) float data in host memory */
+#ifndef GL_ARB_half_float_pixel
+typedef unsigned short GLhalfARB;
+#endif
+
+#ifndef GL_NV_half_float
+typedef unsigned short GLhalfNV;
+#endif
+
+#ifndef GLEXT_64_TYPES_DEFINED
+/* This code block is duplicated in glxext.h, so must be protected */
+#define GLEXT_64_TYPES_DEFINED
+/* Define int32_t, int64_t, and uint64_t types for UST/MSC */
+/* (as used in the GL_EXT_timer_query extension). */
+#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
+#include <inttypes.h>
+#elif defined(__sun__) || defined(__digital__)
+#include <inttypes.h>
+#if defined(__STDC__)
+#if defined(__arch64__) || defined(_LP64)
+typedef long int int64_t;
+typedef unsigned long int uint64_t;
+#else
+typedef long long int int64_t;
+typedef unsigned long long int uint64_t;
+#endif /* __arch64__ */
+#endif /* __STDC__ */
+#elif defined( __VMS ) || defined(__sgi)
+#include <inttypes.h>
+#elif defined(__SCO__) || defined(__USLC__)
+#include <stdint.h>
+#elif defined(__UNIXOS2__) || defined(__SOL64__)
+typedef long int int32_t;
+typedef long long int int64_t;
+typedef unsigned long long int uint64_t;
+#elif defined(_WIN32) && defined(__GNUC__)
+#include <stdint.h>
+#elif defined(_WIN32)
+typedef __int32 int32_t;
+typedef __int64 int64_t;
+typedef unsigned __int64 uint64_t;
+#else
+/* Fallback if nothing above works */
+#include <inttypes.h>
+#endif
+#endif
+
+#ifndef GL_EXT_timer_query
+typedef int64_t GLint64EXT;
+typedef uint64_t GLuint64EXT;
+#endif
+
+#ifndef GL_ARB_sync
+typedef int64_t GLint64;
+typedef uint64_t GLuint64;
+typedef struct __GLsync *GLsync;
+#endif
+
+#ifndef GL_ARB_cl_event
+/* These incomplete types let us declare types compatible with OpenCL's cl_context and cl_event */
+struct _cl_context;
+struct _cl_event;
+#endif
+
+#ifndef GL_ARB_debug_output
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
+#endif
+
+#ifndef GL_AMD_debug_output
+typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
+#endif
+
+#ifndef GL_KHR_debug
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
+#endif
+
+#ifndef GL_NV_vdpau_interop
+typedef GLintptr GLvdpauSurfaceNV;
+#endif
+
+#ifndef GL_VERSION_1_0
+#define GL_VERSION_1_0 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glCullFace (GLenum mode);
+GLAPI void APIENTRY glFrontFace (GLenum mode);
+GLAPI void APIENTRY glHint (GLenum target, GLenum mode);
+GLAPI void APIENTRY glLineWidth (GLfloat width);
+GLAPI void APIENTRY glPointSize (GLfloat size);
+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
+GLAPI void APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);
+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);
+GLAPI void APIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glDrawBuffer (GLenum mode);
+GLAPI void APIENTRY glClear (GLbitfield mask);
+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glClearStencil (GLint s);
+GLAPI void APIENTRY glClearDepth (GLdouble depth);
+GLAPI void APIENTRY glStencilMask (GLuint mask);
+GLAPI void APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+GLAPI void APIENTRY glDepthMask (GLboolean flag);
+GLAPI void APIENTRY glDisable (GLenum cap);
+GLAPI void APIENTRY glEnable (GLenum cap);
+GLAPI void APIENTRY glFinish (void);
+GLAPI void APIENTRY glFlush (void);
+GLAPI void APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
+GLAPI void APIENTRY glLogicOp (GLenum opcode);
+GLAPI void APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
+GLAPI void APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
+GLAPI void APIENTRY glDepthFunc (GLenum func);
+GLAPI void APIENTRY glPixelStoref (GLenum pname, GLfloat param);
+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
+GLAPI void APIENTRY glReadBuffer (GLenum mode);
+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
+GLAPI void APIENTRY glGetBooleanv (GLenum pname, GLboolean *params);
+GLAPI void APIENTRY glGetDoublev (GLenum pname, GLdouble *params);
+GLAPI GLenum APIENTRY glGetError (void);
+GLAPI void APIENTRY glGetFloatv (GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *params);
+GLAPI const GLubyte * APIENTRY glGetString (GLenum name);
+GLAPI void APIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
+GLAPI void APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params);
+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
+GLAPI void APIENTRY glDepthRange (GLdouble near, GLdouble far);
+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCULLFACEPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode);
+typedef void (APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width);
+typedef void (APIENTRYP PFNGLPOINTSIZEPROC) (GLfloat size);
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLDRAWBUFFERPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s);
+typedef void (APIENTRYP PFNGLCLEARDEPTHPROC) (GLdouble depth);
+typedef void (APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask);
+typedef void (APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+typedef void (APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag);
+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLFINISHPROC) (void);
+typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
+typedef void (APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor);
+typedef void (APIENTRYP PFNGLLOGICOPPROC) (GLenum opcode);
+typedef void (APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask);
+typedef void (APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass);
+typedef void (APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func);
+typedef void (APIENTRYP PFNGLPIXELSTOREFPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLREADBUFFERPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
+typedef void (APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *params);
+typedef void (APIENTRYP PFNGLGETDOUBLEVPROC) (GLenum pname, GLdouble *params);
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
+typedef void (APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
+typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC) (GLenum target, GLint level, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC) (GLenum target, GLint level, GLenum pname, GLint *params);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLDEPTHRANGEPROC) (GLdouble near, GLdouble far);
+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_VERSION_1_1
+#define GL_VERSION_1_1 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
+GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
+GLAPI void APIENTRY glGetPointerv (GLenum pname, GLvoid* *params);
+GLAPI void APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
+GLAPI void APIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+GLAPI void APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+GLAPI void APIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+GLAPI void APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
+GLAPI GLboolean APIENTRY glIsTexture (GLuint texture);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
+typedef void (APIENTRYP PFNGLGETPOINTERVPROC) (GLenum pname, GLvoid* *params);
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units);
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
+typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture);
+#endif
+
+#ifndef GL_VERSION_1_2
+#define GL_VERSION_1_2 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glBlendEquation (GLenum mode);
+GLAPI void APIENTRY glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+GLAPI void APIENTRY glTexImage3D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_VERSION_1_3 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum texture);
+GLAPI void APIENTRY glSampleCoverage (GLfloat value, GLboolean invert);
+GLAPI void APIENTRY glCompressedTexImage3D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexImage1D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glGetCompressedTexImage (GLenum target, GLint level, GLvoid *img);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img);
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_VERSION_1_4 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI void APIENTRY glMultiDrawArrays (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
+GLAPI void APIENTRY glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
+GLAPI void APIENTRY glPointParameterf (GLenum pname, GLfloat param);
+GLAPI void APIENTRY glPointParameterfv (GLenum pname, const GLfloat *params);
+GLAPI void APIENTRY glPointParameteri (GLenum pname, GLint param);
+GLAPI void APIENTRY glPointParameteriv (GLenum pname, const GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_VERSION_1_5 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGenQueries (GLsizei n, GLuint *ids);
+GLAPI void APIENTRY glDeleteQueries (GLsizei n, const GLuint *ids);
+GLAPI GLboolean APIENTRY glIsQuery (GLuint id);
+GLAPI void APIENTRY glBeginQuery (GLenum target, GLuint id);
+GLAPI void APIENTRY glEndQuery (GLenum target);
+GLAPI void APIENTRY glGetQueryiv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetQueryObjectiv (GLuint id, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetQueryObjectuiv (GLuint id, GLenum pname, GLuint *params);
+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
+GLAPI GLboolean APIENTRY glIsBuffer (GLuint buffer);
+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
+GLAPI void APIENTRY glGetBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
+GLAPI GLvoid* APIENTRY glMapBuffer (GLenum target, GLenum access);
+GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum target);
+GLAPI void APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetBufferPointerv (GLenum target, GLenum pname, GLvoid* *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid* *params);
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs);
+GLAPI void APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+GLAPI void APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
+GLAPI void APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name);
+GLAPI void APIENTRY glCompileShader (GLuint shader);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum type);
+GLAPI void APIENTRY glDeleteProgram (GLuint program);
+GLAPI void APIENTRY glDeleteShader (GLuint shader);
+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI void APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI void APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params);
+GLAPI void APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribdv (GLuint index, GLenum pname, GLdouble *params);
+GLAPI void APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid* *pointer);
+GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
+GLAPI GLboolean APIENTRY glIsShader (GLuint shader);
+GLAPI void APIENTRY glLinkProgram (GLuint program);
+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
+GLAPI void APIENTRY glUseProgram (GLuint program);
+GLAPI void APIENTRY glUniform1f (GLint location, GLfloat v0);
+GLAPI void APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1);
+GLAPI void APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI void APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
+GLAPI void APIENTRY glUniform2i (GLint location, GLint v0, GLint v1);
+GLAPI void APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI void APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI void APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glValidateProgram (GLuint program);
+GLAPI void APIENTRY glVertexAttrib1d (GLuint index, GLdouble x);
+GLAPI void APIENTRY glVertexAttrib1dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib1f (GLuint index, GLfloat x);
+GLAPI void APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib1s (GLuint index, GLshort x);
+GLAPI void APIENTRY glVertexAttrib1sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib2d (GLuint index, GLdouble x, GLdouble y);
+GLAPI void APIENTRY glVertexAttrib2dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y);
+GLAPI void APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib2s (GLuint index, GLshort x, GLshort y);
+GLAPI void APIENTRY glVertexAttrib2sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib3d (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI void APIENTRY glVertexAttrib3dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+GLAPI void APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib3s (GLuint index, GLshort x, GLshort y, GLshort z);
+GLAPI void APIENTRY glVertexAttrib3sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint index, const GLbyte *v);
+GLAPI void APIENTRY glVertexAttrib4Niv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib4Nub (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint index, const GLubyte *v);
+GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint index, const GLushort *v);
+GLAPI void APIENTRY glVertexAttrib4bv (GLuint index, const GLbyte *v);
+GLAPI void APIENTRY glVertexAttrib4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI void APIENTRY glVertexAttrib4dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+GLAPI void APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib4iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttrib4s (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+GLAPI void APIENTRY glVertexAttrib4sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib4ubv (GLuint index, const GLubyte *v);
+GLAPI void APIENTRY glVertexAttrib4uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttrib4usv (GLuint index, const GLushort *v);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs);
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask);
+typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
+typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_VERSION_2_1
+#define GL_VERSION_2_1 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glUniformMatrix2x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix3x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix2x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+#endif
+
+#ifndef GL_VERSION_3_0
+#define GL_VERSION_3_0 1
+/* OpenGL 3.0 also reuses entry points from these extensions: */
+/* ARB_framebuffer_object */
+/* ARB_map_buffer_range */
+/* ARB_vertex_array_object */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glColorMaski (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+GLAPI void APIENTRY glGetBooleani_v (GLenum target, GLuint index, GLboolean *data);
+GLAPI void APIENTRY glGetIntegeri_v (GLenum target, GLuint index, GLint *data);
+GLAPI void APIENTRY glEnablei (GLenum target, GLuint index);
+GLAPI void APIENTRY glDisablei (GLenum target, GLuint index);
+GLAPI GLboolean APIENTRY glIsEnabledi (GLenum target, GLuint index);
+GLAPI void APIENTRY glBeginTransformFeedback (GLenum primitiveMode);
+GLAPI void APIENTRY glEndTransformFeedback (void);
+GLAPI void APIENTRY glBindBufferRange (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI void APIENTRY glBindBufferBase (GLenum target, GLuint index, GLuint buffer);
+GLAPI void APIENTRY glTransformFeedbackVaryings (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
+GLAPI void APIENTRY glGetTransformFeedbackVarying (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
+GLAPI void APIENTRY glClampColor (GLenum target, GLenum clamp);
+GLAPI void APIENTRY glBeginConditionalRender (GLuint id, GLenum mode);
+GLAPI void APIENTRY glEndConditionalRender (void);
+GLAPI void APIENTRY glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+GLAPI void APIENTRY glGetVertexAttribIiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribIuiv (GLuint index, GLenum pname, GLuint *params);
+GLAPI void APIENTRY glVertexAttribI1i (GLuint index, GLint x);
+GLAPI void APIENTRY glVertexAttribI2i (GLuint index, GLint x, GLint y);
+GLAPI void APIENTRY glVertexAttribI3i (GLuint index, GLint x, GLint y, GLint z);
+GLAPI void APIENTRY glVertexAttribI4i (GLuint index, GLint x, GLint y, GLint z, GLint w);
+GLAPI void APIENTRY glVertexAttribI1ui (GLuint index, GLuint x);
+GLAPI void APIENTRY glVertexAttribI2ui (GLuint index, GLuint x, GLuint y);
+GLAPI void APIENTRY glVertexAttribI3ui (GLuint index, GLuint x, GLuint y, GLuint z);
+GLAPI void APIENTRY glVertexAttribI4ui (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+GLAPI void APIENTRY glVertexAttribI1iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI2iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI3iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI4iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI1uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI2uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI3uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI4uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI4bv (GLuint index, const GLbyte *v);
+GLAPI void APIENTRY glVertexAttribI4sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttribI4ubv (GLuint index, const GLubyte *v);
+GLAPI void APIENTRY glVertexAttribI4usv (GLuint index, const GLushort *v);
+GLAPI void APIENTRY glGetUniformuiv (GLuint program, GLint location, GLuint *params);
+GLAPI void APIENTRY glBindFragDataLocation (GLuint program, GLuint color, const GLchar *name);
+GLAPI GLint APIENTRY glGetFragDataLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glUniform1ui (GLint location, GLuint v0);
+GLAPI void APIENTRY glUniform2ui (GLint location, GLuint v0, GLuint v1);
+GLAPI void APIENTRY glUniform3ui (GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI void APIENTRY glUniform4ui (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI void APIENTRY glUniform1uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glUniform2uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glUniform3uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glUniform4uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glTexParameterIiv (GLenum target, GLenum pname, const GLint *params);
+GLAPI void APIENTRY glTexParameterIuiv (GLenum target, GLenum pname, const GLuint *params);
+GLAPI void APIENTRY glGetTexParameterIiv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetTexParameterIuiv (GLenum target, GLenum pname, GLuint *params);
+GLAPI void APIENTRY glClearBufferiv (GLenum buffer, GLint drawbuffer, const GLint *value);
+GLAPI void APIENTRY glClearBufferuiv (GLenum buffer, GLint drawbuffer, const GLuint *value);
+GLAPI void APIENTRY glClearBufferfv (GLenum buffer, GLint drawbuffer, const GLfloat *value);
+GLAPI void APIENTRY glClearBufferfi (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+GLAPI const GLubyte * APIENTRY glGetStringi (GLenum name, GLuint index);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORMASKIPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
+typedef void (APIENTRYP PFNGLENABLEIPROC) (GLenum target, GLuint index);
+typedef void (APIENTRYP PFNGLDISABLEIPROC) (GLenum target, GLuint index);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC) (GLenum target, GLuint index);
+typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode);
+typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC) (void);
+typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
+typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp);
+typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode);
+typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC) (void);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint x, GLint y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint x, GLuint y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint *params);
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name);
+typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint *params);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawbuffer, const GLint *value);
+typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawbuffer, const GLuint *value);
+typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawbuffer, const GLfloat *value);
+typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+#endif
+
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+/* OpenGL 3.1 also reuses entry points from these extensions: */
+/* ARB_copy_buffer */
+/* ARB_uniform_buffer_object */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+GLAPI void APIENTRY glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
+GLAPI void APIENTRY glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer);
+GLAPI void APIENTRY glPrimitiveRestartIndex (GLuint index);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
+typedef void (APIENTRYP PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalformat, GLuint buffer);
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint index);
+#endif
+
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+/* OpenGL 3.2 also reuses entry points from these extensions: */
+/* ARB_draw_elements_base_vertex */
+/* ARB_provoking_vertex */
+/* ARB_sync */
+/* ARB_texture_multisample */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetInteger64i_v (GLenum target, GLuint index, GLint64 *data);
+GLAPI void APIENTRY glGetBufferParameteri64v (GLenum target, GLenum pname, GLint64 *params);
+GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum pname, GLint64 *params);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
+#endif
+
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+/* OpenGL 3.3 also reuses entry points from these extensions: */
+/* ARB_blend_func_extended */
+/* ARB_sampler_objects */
+/* ARB_explicit_attrib_location, but it has none */
+/* ARB_occlusion_query2 (no entry points) */
+/* ARB_shader_bit_encoding (no entry points) */
+/* ARB_texture_rgb10_a2ui (no entry points) */
+/* ARB_texture_swizzle (no entry points) */
+/* ARB_timer_query */
+/* ARB_vertex_type_2_10_10_10_rev */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glVertexAttribDivisor (GLuint index, GLuint divisor);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor);
+#endif
+
+#ifndef GL_VERSION_4_0
+#define GL_VERSION_4_0 1
+/* OpenGL 4.0 also reuses entry points from these extensions: */
+/* ARB_texture_query_lod (no entry points) */
+/* ARB_draw_indirect */
+/* ARB_gpu_shader5 (no entry points) */
+/* ARB_gpu_shader_fp64 */
+/* ARB_shader_subroutine */
+/* ARB_tessellation_shader */
+/* ARB_texture_buffer_object_rgb32 (no entry points) */
+/* ARB_texture_cube_map_array (no entry points) */
+/* ARB_texture_gather (no entry points) */
+/* ARB_transform_feedback2 */
+/* ARB_transform_feedback3 */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glMinSampleShading (GLfloat value);
+GLAPI void APIENTRY glBlendEquationi (GLuint buf, GLenum mode);
+GLAPI void APIENTRY glBlendEquationSeparatei (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glBlendFunci (GLuint buf, GLenum src, GLenum dst);
+GLAPI void APIENTRY glBlendFuncSeparatei (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC) (GLfloat value);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst);
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif
+
+#ifndef GL_VERSION_4_1
+#define GL_VERSION_4_1 1
+/* OpenGL 4.1 reuses entry points from these extensions: */
+/* ARB_ES2_compatibility */
+/* ARB_get_program_binary */
+/* ARB_separate_shader_objects */
+/* ARB_shader_precision (no entry points) */
+/* ARB_vertex_attrib_64bit */
+/* ARB_viewport_array */
+#endif
+
+#ifndef GL_VERSION_4_2
+#define GL_VERSION_4_2 1
+/* OpenGL 4.2 reuses entry points from these extensions: */
+/* ARB_base_instance */
+/* ARB_shading_language_420pack (no entry points) */
+/* ARB_transform_feedback_instanced */
+/* ARB_compressed_texture_pixel_storage (no entry points) */
+/* ARB_conservative_depth (no entry points) */
+/* ARB_internalformat_query */
+/* ARB_map_buffer_alignment (no entry points) */
+/* ARB_shader_atomic_counters */
+/* ARB_shader_image_load_store */
+/* ARB_shading_language_packing (no entry points) */
+/* ARB_texture_storage */
+#endif
+
+#ifndef GL_VERSION_4_3
+#define GL_VERSION_4_3 1
+/* OpenGL 4.3 reuses entry points from these extensions: */
+/* ARB_arrays_of_arrays (no entry points, GLSL only) */
+/* ARB_fragment_layer_viewport (no entry points, GLSL only) */
+/* ARB_shader_image_size (no entry points, GLSL only) */
+/* ARB_ES3_compatibility (no entry points) */
+/* ARB_clear_buffer_object */
+/* ARB_compute_shader */
+/* ARB_copy_image */
+/* KHR_debug (includes ARB_debug_output commands promoted to KHR without suffixes) */
+/* ARB_explicit_uniform_location (no entry points) */
+/* ARB_framebuffer_no_attachments */
+/* ARB_internalformat_query2 */
+/* ARB_invalidate_subdata */
+/* ARB_multi_draw_indirect */
+/* ARB_program_interface_query */
+/* ARB_robust_buffer_access_behavior (no entry points) */
+/* ARB_shader_storage_buffer_object */
+/* ARB_stencil_texturing (no entry points) */
+/* ARB_texture_buffer_range */
+/* ARB_texture_query_levels (no entry points) */
+/* ARB_texture_storage_multisample */
+/* ARB_texture_view */
+/* ARB_vertex_attrib_binding */
+#endif
+
+#ifndef GL_ARB_depth_buffer_float
+#define GL_ARB_depth_buffer_float 1
+#endif
+
+#ifndef GL_ARB_framebuffer_object
+#define GL_ARB_framebuffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLboolean APIENTRY glIsRenderbuffer (GLuint renderbuffer);
+GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
+GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
+GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
+GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI GLboolean APIENTRY glIsFramebuffer (GLuint framebuffer);
+GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
+GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
+GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
+GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target);
+GLAPI void APIENTRY glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI void APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI void APIENTRY glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GLAPI void APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGenerateMipmap (GLenum target);
+GLAPI void APIENTRY glBlitFramebuffer (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI void APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);
+typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
+typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers);
+typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers);
+typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+#endif
+
+#ifndef GL_ARB_framebuffer_sRGB
+#define GL_ARB_framebuffer_sRGB 1
+#endif
+
+#ifndef GL_ARB_half_float_vertex
+#define GL_ARB_half_float_vertex 1
+#endif
+
+#ifndef GL_ARB_map_buffer_range
+#define GL_ARB_map_buffer_range 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLvoid* APIENTRY glMapBufferRange (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+GLAPI void APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length);
+#endif
+
+#ifndef GL_ARB_texture_compression_rgtc
+#define GL_ARB_texture_compression_rgtc 1
+#endif
+
+#ifndef GL_ARB_texture_rg
+#define GL_ARB_texture_rg 1
+#endif
+
+#ifndef GL_ARB_vertex_array_object
+#define GL_ARB_vertex_array_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindVertexArray (GLuint array);
+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
+GLAPI GLboolean APIENTRY glIsVertexArray (GLuint array);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC) (GLuint array);
+#endif
+
+#ifndef GL_ARB_uniform_buffer_object
+#define GL_ARB_uniform_buffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetUniformIndices (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
+GLAPI void APIENTRY glGetActiveUniformsiv (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetActiveUniformName (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+GLAPI GLuint APIENTRY glGetUniformBlockIndex (GLuint program, const GLchar *uniformBlockName);
+GLAPI void APIENTRY glGetActiveUniformBlockiv (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetActiveUniformBlockName (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+GLAPI void APIENTRY glUniformBlockBinding (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+#endif
+
+#ifndef GL_ARB_copy_buffer
+#define GL_ARB_copy_buffer 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glCopyBufferSubData (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+#endif
+
+#ifndef GL_ARB_depth_clamp
+#define GL_ARB_depth_clamp 1
+#endif
+
+#ifndef GL_ARB_draw_elements_base_vertex
+#define GL_ARB_draw_elements_base_vertex 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+GLAPI void APIENTRY glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+GLAPI void APIENTRY glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
+GLAPI void APIENTRY glMultiDrawElementsBaseVertex (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
+#endif
+
+#ifndef GL_ARB_fragment_coord_conventions
+#define GL_ARB_fragment_coord_conventions 1
+#endif
+
+#ifndef GL_ARB_provoking_vertex
+#define GL_ARB_provoking_vertex 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glProvokingVertex (GLenum mode);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC) (GLenum mode);
+#endif
+
+#ifndef GL_ARB_seamless_cube_map
+#define GL_ARB_seamless_cube_map 1
+#endif
+
+#ifndef GL_ARB_sync
+#define GL_ARB_sync 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLsync APIENTRY glFenceSync (GLenum condition, GLbitfield flags);
+GLAPI GLboolean APIENTRY glIsSync (GLsync sync);
+GLAPI void APIENTRY glDeleteSync (GLsync sync);
+GLAPI GLenum APIENTRY glClientWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI void APIENTRY glWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI void APIENTRY glGetInteger64v (GLenum pname, GLint64 *params);
+GLAPI void APIENTRY glGetSynciv (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC) (GLenum condition, GLbitfield flags);
+typedef GLboolean (APIENTRYP PFNGLISSYNCPROC) (GLsync sync);
+typedef void (APIENTRYP PFNGLDELETESYNCPROC) (GLsync sync);
+typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout);
+typedef void (APIENTRYP PFNGLWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout);
+typedef void (APIENTRYP PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64 *params);
+typedef void (APIENTRYP PFNGLGETSYNCIVPROC) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+#endif
+
+#ifndef GL_ARB_texture_multisample
+#define GL_ARB_texture_multisample 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexImage2DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTexImage3DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val);
+GLAPI void APIENTRY glSampleMaski (GLuint index, GLbitfield mask);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat *val);
+typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask);
+#endif
+
+#ifndef GL_ARB_vertex_array_bgra
+#define GL_ARB_vertex_array_bgra 1
+#endif
+
+#ifndef GL_ARB_draw_buffers_blend
+#define GL_ARB_draw_buffers_blend 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationiARB (GLuint buf, GLenum mode);
+GLAPI void APIENTRY glBlendEquationSeparateiARB (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glBlendFunciARB (GLuint buf, GLenum src, GLenum dst);
+GLAPI void APIENTRY glBlendFuncSeparateiARB (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst);
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif
+
+#ifndef GL_ARB_sample_shading
+#define GL_ARB_sample_shading 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glMinSampleShadingARB (GLfloat value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC) (GLfloat value);
+#endif
+
+#ifndef GL_ARB_texture_cube_map_array
+#define GL_ARB_texture_cube_map_array 1
+#endif
+
+#ifndef GL_ARB_texture_gather
+#define GL_ARB_texture_gather 1
+#endif
+
+#ifndef GL_ARB_texture_query_lod
+#define GL_ARB_texture_query_lod 1
+#endif
+
+#ifndef GL_ARB_shading_language_include
+#define GL_ARB_shading_language_include 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glNamedStringARB (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string);
+GLAPI void APIENTRY glDeleteNamedStringARB (GLint namelen, const GLchar *name);
+GLAPI void APIENTRY glCompileShaderIncludeARB (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length);
+GLAPI GLboolean APIENTRY glIsNamedStringARB (GLint namelen, const GLchar *name);
+GLAPI void APIENTRY glGetNamedStringARB (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string);
+GLAPI void APIENTRY glGetNamedStringivARB (GLint namelen, const GLchar *name, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string);
+typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name);
+typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length);
+typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string);
+typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar *name, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_texture_compression_bptc
+#define GL_ARB_texture_compression_bptc 1
+#endif
+
+#ifndef GL_ARB_blend_func_extended
+#define GL_ARB_blend_func_extended 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindFragDataLocationIndexed (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
+GLAPI GLint APIENTRY glGetFragDataIndex (GLuint program, const GLchar *name);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
+typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar *name);
+#endif
+
+#ifndef GL_ARB_explicit_attrib_location
+#define GL_ARB_explicit_attrib_location 1
+#endif
+
+#ifndef GL_ARB_occlusion_query2
+#define GL_ARB_occlusion_query2 1
+#endif
+
+#ifndef GL_ARB_sampler_objects
+#define GL_ARB_sampler_objects 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers);
+GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers);
+GLAPI GLboolean APIENTRY glIsSampler (GLuint sampler);
+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
+GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param);
+GLAPI void APIENTRY glSamplerParameteriv (GLuint sampler, GLenum pname, const GLint *param);
+GLAPI void APIENTRY glSamplerParameterf (GLuint sampler, GLenum pname, GLfloat param);
+GLAPI void APIENTRY glSamplerParameterfv (GLuint sampler, GLenum pname, const GLfloat *param);
+GLAPI void APIENTRY glSamplerParameterIiv (GLuint sampler, GLenum pname, const GLint *param);
+GLAPI void APIENTRY glSamplerParameterIuiv (GLuint sampler, GLenum pname, const GLuint *param);
+GLAPI void APIENTRY glGetSamplerParameteriv (GLuint sampler, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetSamplerParameterIiv (GLuint sampler, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetSamplerParameterfv (GLuint sampler, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetSamplerParameterIuiv (GLuint sampler, GLenum pname, GLuint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers);
+typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers);
+typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC) (GLuint sampler);
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint *param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat *param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint *param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint *param);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint *params);
+#endif
+
+#ifndef GL_ARB_shader_bit_encoding
+#define GL_ARB_shader_bit_encoding 1
+#endif
+
+#ifndef GL_ARB_texture_rgb10_a2ui
+#define GL_ARB_texture_rgb10_a2ui 1
+#endif
+
+#ifndef GL_ARB_texture_swizzle
+#define GL_ARB_texture_swizzle 1
+#endif
+
+#ifndef GL_ARB_timer_query
+#define GL_ARB_timer_query 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glQueryCounter (GLuint id, GLenum target);
+GLAPI void APIENTRY glGetQueryObjecti64v (GLuint id, GLenum pname, GLint64 *params);
+GLAPI void APIENTRY glGetQueryObjectui64v (GLuint id, GLenum pname, GLuint64 *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64 *params);
+#endif
+
+#ifndef GL_ARB_vertex_type_2_10_10_10_rev
+#define GL_ARB_vertex_type_2_10_10_10_rev 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value);
+GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value);
+GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value);
+GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value);
+GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value);
+GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value);
+GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color);
+GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color);
+GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color);
+GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color);
+GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color);
+GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color);
+GLAPI void APIENTRY glVertexAttribP1ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP1uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI void APIENTRY glVertexAttribP2ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP2uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI void APIENTRY glVertexAttribP3ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP3uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI void APIENTRY glVertexAttribP4ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP4uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint *value);
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLCOLORP3UIPROC) (GLenum type, GLuint color);
+typedef void (APIENTRYP PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint *color);
+typedef void (APIENTRYP PFNGLCOLORP4UIPROC) (GLenum type, GLuint color);
+typedef void (APIENTRYP PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint *color);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint *color);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+#endif
+
+#ifndef GL_ARB_draw_indirect
+#define GL_ARB_draw_indirect 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArraysIndirect (GLenum mode, const GLvoid *indirect);
+GLAPI void APIENTRY glDrawElementsIndirect (GLenum mode, GLenum type, const GLvoid *indirect);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const GLvoid *indirect);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const GLvoid *indirect);
+#endif
+
+#ifndef GL_ARB_gpu_shader5
+#define GL_ARB_gpu_shader5 1
+#endif
+
+#ifndef GL_ARB_gpu_shader_fp64
+#define GL_ARB_gpu_shader_fp64 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glUniform1d (GLint location, GLdouble x);
+GLAPI void APIENTRY glUniform2d (GLint location, GLdouble x, GLdouble y);
+GLAPI void APIENTRY glUniform3d (GLint location, GLdouble x, GLdouble y, GLdouble z);
+GLAPI void APIENTRY glUniform4d (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI void APIENTRY glUniform1dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniform2dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniform3dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniform4dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix2x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix2x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix3x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix3x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix4x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix4x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glGetUniformdv (GLuint program, GLint location, GLdouble *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLUNIFORM1DPROC) (GLint location, GLdouble x);
+typedef void (APIENTRYP PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble *params);
+#endif
+
+#ifndef GL_ARB_shader_subroutine
+#define GL_ARB_shader_subroutine 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLint APIENTRY glGetSubroutineUniformLocation (GLuint program, GLenum shadertype, const GLchar *name);
+GLAPI GLuint APIENTRY glGetSubroutineIndex (GLuint program, GLenum shadertype, const GLchar *name);
+GLAPI void APIENTRY glGetActiveSubroutineUniformiv (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+GLAPI void APIENTRY glGetActiveSubroutineUniformName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+GLAPI void APIENTRY glGetActiveSubroutineName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+GLAPI void APIENTRY glUniformSubroutinesuiv (GLenum shadertype, GLsizei count, const GLuint *indices);
+GLAPI void APIENTRY glGetUniformSubroutineuiv (GLenum shadertype, GLint location, GLuint *params);
+GLAPI void APIENTRY glGetProgramStageiv (GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar *name);
+typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint *indices);
+typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+#endif
+
+#ifndef GL_ARB_tessellation_shader
+#define GL_ARB_tessellation_shader 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glPatchParameteri (GLenum pname, GLint value);
+GLAPI void APIENTRY glPatchParameterfv (GLenum pname, const GLfloat *values);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value);
+typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat *values);
+#endif
+
+#ifndef GL_ARB_texture_buffer_object_rgb32
+#define GL_ARB_texture_buffer_object_rgb32 1
+#endif
+
+#ifndef GL_ARB_transform_feedback2
+#define GL_ARB_transform_feedback2 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindTransformFeedback (GLenum target, GLuint id);
+GLAPI void APIENTRY glDeleteTransformFeedbacks (GLsizei n, const GLuint *ids);
+GLAPI void APIENTRY glGenTransformFeedbacks (GLsizei n, GLuint *ids);
+GLAPI GLboolean APIENTRY glIsTransformFeedback (GLuint id);
+GLAPI void APIENTRY glPauseTransformFeedback (void);
+GLAPI void APIENTRY glResumeTransformFeedback (void);
+GLAPI void APIENTRY glDrawTransformFeedback (GLenum mode, GLuint id);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint *ids);
+typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC) (void);
+typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC) (void);
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id);
+#endif
+
+#ifndef GL_ARB_transform_feedback3
+#define GL_ARB_transform_feedback3 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream);
+GLAPI void APIENTRY glBeginQueryIndexed (GLenum target, GLuint index, GLuint id);
+GLAPI void APIENTRY glEndQueryIndexed (GLenum target, GLuint index);
+GLAPI void APIENTRY glGetQueryIndexediv (GLenum target, GLuint index, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream);
+typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index);
+typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_ES2_compatibility
+#define GL_ARB_ES2_compatibility 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glReleaseShaderCompiler (void);
+GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
+GLAPI void APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
+GLAPI void APIENTRY glDepthRangef (GLfloat n, GLfloat f);
+GLAPI void APIENTRY glClearDepthf (GLfloat d);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void);
+typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
+typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
+typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f);
+typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d);
+#endif
+
+#ifndef GL_ARB_get_program_binary
+#define GL_ARB_get_program_binary 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetProgramBinary (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
+GLAPI void APIENTRY glProgramBinary (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
+GLAPI void APIENTRY glProgramParameteri (GLuint program, GLenum pname, GLint value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
+typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);
+#endif
+
+#ifndef GL_ARB_separate_shader_objects
+#define GL_ARB_separate_shader_objects 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glUseProgramStages (GLuint pipeline, GLbitfield stages, GLuint program);
+GLAPI void APIENTRY glActiveShaderProgram (GLuint pipeline, GLuint program);
+GLAPI GLuint APIENTRY glCreateShaderProgramv (GLenum type, GLsizei count, const GLchar* const *strings);
+GLAPI void APIENTRY glBindProgramPipeline (GLuint pipeline);
+GLAPI void APIENTRY glDeleteProgramPipelines (GLsizei n, const GLuint *pipelines);
+GLAPI void APIENTRY glGenProgramPipelines (GLsizei n, GLuint *pipelines);
+GLAPI GLboolean APIENTRY glIsProgramPipeline (GLuint pipeline);
+GLAPI void APIENTRY glGetProgramPipelineiv (GLuint pipeline, GLenum pname, GLint *params);
+GLAPI void APIENTRY glProgramUniform1i (GLuint program, GLint location, GLint v0);
+GLAPI void APIENTRY glProgramUniform1iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform1f (GLuint program, GLint location, GLfloat v0);
+GLAPI void APIENTRY glProgramUniform1fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform1d (GLuint program, GLint location, GLdouble v0);
+GLAPI void APIENTRY glProgramUniform1dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform1ui (GLuint program, GLint location, GLuint v0);
+GLAPI void APIENTRY glProgramUniform1uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniform2i (GLuint program, GLint location, GLint v0, GLint v1);
+GLAPI void APIENTRY glProgramUniform2iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform2f (GLuint program, GLint location, GLfloat v0, GLfloat v1);
+GLAPI void APIENTRY glProgramUniform2fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform2d (GLuint program, GLint location, GLdouble v0, GLdouble v1);
+GLAPI void APIENTRY glProgramUniform2dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform2ui (GLuint program, GLint location, GLuint v0, GLuint v1);
+GLAPI void APIENTRY glProgramUniform2uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniform3i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI void APIENTRY glProgramUniform3iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform3f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI void APIENTRY glProgramUniform3fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform3d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
+GLAPI void APIENTRY glProgramUniform3dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform3ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI void APIENTRY glProgramUniform3uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniform4i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI void APIENTRY glProgramUniform4iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform4f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI void APIENTRY glProgramUniform4fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform4d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+GLAPI void APIENTRY glProgramUniform4dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform4ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI void APIENTRY glProgramUniform4uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniformMatrix2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glValidateProgramPipeline (GLuint pipeline);
+GLAPI void APIENTRY glGetProgramPipelineInfoLog (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program);
+typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar* const *strings);
+typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint *pipelines);
+typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline);
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline);
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+#endif
+
+#ifndef GL_ARB_vertex_attrib_64bit
+#define GL_ARB_vertex_attrib_64bit 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glVertexAttribL1d (GLuint index, GLdouble x);
+GLAPI void APIENTRY glVertexAttribL2d (GLuint index, GLdouble x, GLdouble y);
+GLAPI void APIENTRY glVertexAttribL3d (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI void APIENTRY glVertexAttribL4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI void APIENTRY glVertexAttribL1dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribL2dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribL3dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribL4dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribLPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+GLAPI void APIENTRY glGetVertexAttribLdv (GLuint index, GLenum pname, GLdouble *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble *params);
+#endif
+
+#ifndef GL_ARB_viewport_array
+#define GL_ARB_viewport_array 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glViewportArrayv (GLuint first, GLsizei count, const GLfloat *v);
+GLAPI void APIENTRY glViewportIndexedf (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+GLAPI void APIENTRY glViewportIndexedfv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glScissorArrayv (GLuint first, GLsizei count, const GLint *v);
+GLAPI void APIENTRY glScissorIndexed (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glScissorIndexedv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v);
+GLAPI void APIENTRY glDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f);
+GLAPI void APIENTRY glGetFloati_v (GLenum target, GLuint index, GLfloat *data);
+GLAPI void APIENTRY glGetDoublei_v (GLenum target, GLuint index, GLdouble *data);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint *v);
+typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLdouble n, GLdouble f);
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
+#endif
+
+#ifndef GL_ARB_cl_event
+#define GL_ARB_cl_event 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLsync APIENTRY glCreateSyncFromCLeventARB (struct _cl_context * context, struct _cl_event * event, GLbitfield flags);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC) (struct _cl_context * context, struct _cl_event * event, GLbitfield flags);
+#endif
+
+#ifndef GL_ARB_debug_output
+#define GL_ARB_debug_output 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDebugMessageControlARB (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+GLAPI void APIENTRY glDebugMessageInsertARB (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+GLAPI void APIENTRY glDebugMessageCallbackARB (GLDEBUGPROCARB callback, const GLvoid *userParam);
+GLAPI GLuint APIENTRY glGetDebugMessageLogARB (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const GLvoid *userParam);
+typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+#endif
+
+#ifndef GL_ARB_robustness
+#define GL_ARB_robustness 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void);
+GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
+GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
+GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);
+GLAPI void APIENTRY glGetnUniformfvARB (GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
+GLAPI void APIENTRY glGetnUniformivARB (GLuint program, GLint location, GLsizei bufSize, GLint *params);
+GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei bufSize, GLuint *params);
+GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);
+typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
+typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
+typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);
+typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params);
+typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params);
+typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
+#endif
+
+#ifndef GL_ARB_shader_stencil_export
+#define GL_ARB_shader_stencil_export 1
+#endif
+
+#ifndef GL_ARB_base_instance
+#define GL_ARB_base_instance 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
+GLAPI void APIENTRY glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
+GLAPI void APIENTRY glDrawElementsInstancedBaseVertexBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
+#endif
+
+#ifndef GL_ARB_shading_language_420pack
+#define GL_ARB_shading_language_420pack 1
+#endif
+
+#ifndef GL_ARB_transform_feedback_instanced
+#define GL_ARB_transform_feedback_instanced 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount);
+GLAPI void APIENTRY glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei instancecount);
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
+#endif
+
+#ifndef GL_ARB_compressed_texture_pixel_storage
+#define GL_ARB_compressed_texture_pixel_storage 1
+#endif
+
+#ifndef GL_ARB_conservative_depth
+#define GL_ARB_conservative_depth 1
+#endif
+
+#ifndef GL_ARB_internalformat_query
+#define GL_ARB_internalformat_query 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetInternalformativ (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
+#endif
+
+#ifndef GL_ARB_map_buffer_alignment
+#define GL_ARB_map_buffer_alignment 1
+#endif
+
+#ifndef GL_ARB_shader_atomic_counters
+#define GL_ARB_shader_atomic_counters 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetActiveAtomicCounterBufferiv (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_shader_image_load_store
+#define GL_ARB_shader_image_load_store 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+GLAPI void APIENTRY glMemoryBarrier (GLbitfield barriers);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);
+#endif
+
+#ifndef GL_ARB_shading_language_packing
+#define GL_ARB_shading_language_packing 1
+#endif
+
+#ifndef GL_ARB_texture_storage
+#define GL_ARB_texture_storage 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexStorage1D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+GLAPI void APIENTRY glTexStorage2D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexStorage3D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI void APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+GLAPI void APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+#endif
+
+#ifndef GL_KHR_texture_compression_astc_ldr
+#define GL_KHR_texture_compression_astc_ldr 1
+#endif
+
+#ifndef GL_KHR_debug
+#define GL_KHR_debug 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDebugMessageControl (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+GLAPI void APIENTRY glDebugMessageInsert (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+GLAPI void APIENTRY glDebugMessageCallback (GLDEBUGPROC callback, const void *userParam);
+GLAPI GLuint APIENTRY glGetDebugMessageLog (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+GLAPI void APIENTRY glPushDebugGroup (GLenum source, GLuint id, GLsizei length, const GLchar *message);
+GLAPI void APIENTRY glPopDebugGroup (void);
+GLAPI void APIENTRY glObjectLabel (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
+GLAPI void APIENTRY glGetObjectLabel (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI void APIENTRY glObjectPtrLabel (const void *ptr, GLsizei length, const GLchar *label);
+GLAPI void APIENTRY glGetObjectPtrLabel (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam);
+typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message);
+typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC) (void);
+typedef void (APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
+typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
+typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label);
+typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
+#endif
+
+#ifndef GL_ARB_arrays_of_arrays
+#define GL_ARB_arrays_of_arrays 1
+#endif
+
+#ifndef GL_ARB_clear_buffer_object
+#define GL_ARB_clear_buffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glClearBufferData (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
+GLAPI void APIENTRY glClearBufferSubData (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
+GLAPI void APIENTRY glClearNamedBufferDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
+GLAPI void APIENTRY glClearNamedBufferSubDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
+typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
+typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
+typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data);
+#endif
+
+#ifndef GL_ARB_compute_shader
+#define GL_ARB_compute_shader 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDispatchCompute (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
+GLAPI void APIENTRY glDispatchComputeIndirect (GLintptr indirect);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect);
+#endif
+
+#ifndef GL_ARB_copy_image
+#define GL_ARB_copy_image 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glCopyImageSubData (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
+#endif
+
+#ifndef GL_ARB_texture_view
+#define GL_ARB_texture_view 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTextureView (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
+#endif
+
+#ifndef GL_ARB_vertex_attrib_binding
+#define GL_ARB_vertex_attrib_binding 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+GLAPI void APIENTRY glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexAttribLFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexAttribBinding (GLuint attribindex, GLuint bindingindex);
+GLAPI void APIENTRY glVertexBindingDivisor (GLuint bindingindex, GLuint divisor);
+GLAPI void APIENTRY glVertexArrayBindVertexBufferEXT (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+GLAPI void APIENTRY glVertexArrayVertexAttribFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexArrayVertexAttribIFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexArrayVertexAttribLFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexArrayVertexAttribBindingEXT (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
+GLAPI void APIENTRY glVertexArrayVertexBindingDivisorEXT (GLuint vaobj, GLuint bindingindex, GLuint divisor);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex);
+typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor);
+typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);
+#endif
+
+#ifndef GL_ARB_robustness_isolation
+#define GL_ARB_robustness_isolation 1
+#endif
+
+#ifndef GL_ARB_ES3_compatibility
+#define GL_ARB_ES3_compatibility 1
+#endif
+
+#ifndef GL_ARB_explicit_uniform_location
+#define GL_ARB_explicit_uniform_location 1
+#endif
+
+#ifndef GL_ARB_fragment_layer_viewport
+#define GL_ARB_fragment_layer_viewport 1
+#endif
+
+#ifndef GL_ARB_framebuffer_no_attachments
+#define GL_ARB_framebuffer_no_attachments 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glFramebufferParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glGetFramebufferParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glNamedFramebufferParameteriEXT (GLuint framebuffer, GLenum pname, GLint param);
+GLAPI void APIENTRY glGetNamedFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_internalformat_query2
+#define GL_ARB_internalformat_query2 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetInternalformati64v (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
+#endif
+
+#ifndef GL_ARB_invalidate_subdata
+#define GL_ARB_invalidate_subdata 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glInvalidateTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI void APIENTRY glInvalidateTexImage (GLuint texture, GLint level);
+GLAPI void APIENTRY glInvalidateBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr length);
+GLAPI void APIENTRY glInvalidateBufferData (GLuint buffer);
+GLAPI void APIENTRY glInvalidateFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments);
+GLAPI void APIENTRY glInvalidateSubFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);
+typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments);
+typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_ARB_multi_draw_indirect
+#define GL_ARB_multi_draw_indirect 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
+GLAPI void APIENTRY glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
+#endif
+
+#ifndef GL_ARB_program_interface_query
+#define GL_ARB_program_interface_query 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetProgramInterfaceiv (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
+GLAPI GLuint APIENTRY glGetProgramResourceIndex (GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI void APIENTRY glGetProgramResourceName (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+GLAPI void APIENTRY glGetProgramResourceiv (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
+GLAPI GLint APIENTRY glGetProgramResourceLocation (GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI GLint APIENTRY glGetProgramResourceLocationIndex (GLuint program, GLenum programInterface, const GLchar *name);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
+typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
+typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name);
+typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
+#endif
+
+#ifndef GL_ARB_robust_buffer_access_behavior
+#define GL_ARB_robust_buffer_access_behavior 1
+#endif
+
+#ifndef GL_ARB_shader_image_size
+#define GL_ARB_shader_image_size 1
+#endif
+
+#ifndef GL_ARB_shader_storage_buffer_object
+#define GL_ARB_shader_storage_buffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glShaderStorageBlockBinding (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
+#endif
+
+#ifndef GL_ARB_stencil_texturing
+#define GL_ARB_stencil_texturing 1
+#endif
+
+#ifndef GL_ARB_texture_buffer_range
+#define GL_ARB_texture_buffer_range 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexBufferRange (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI void APIENTRY glTextureBufferRangeEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+#endif
+
+#ifndef GL_ARB_texture_query_levels
+#define GL_ARB_texture_query_levels 1
+#endif
+
+#ifndef GL_ARB_texture_storage_multisample
+#define GL_ARB_texture_storage_multisample 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTexStorage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTextureStorage2DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTextureStorage3DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+#endif
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/source/imgui/examples/libs/glfw/COPYING.txt b/source/imgui/examples/libs/glfw/COPYING.txt
new file mode 100644
index 0000000000000000000000000000000000000000..b30c701580eba08dfd4470568ac360810a7c21c6
--- /dev/null
+++ b/source/imgui/examples/libs/glfw/COPYING.txt
@@ -0,0 +1,22 @@
+Copyright (c) 2002-2006 Marcus Geelnard
+Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not
+   claim that you wrote the original software. If you use this software
+   in a product, an acknowledgment in the product documentation would
+   be appreciated but is not required.
+
+2. Altered source versions must be plainly marked as such, and must not
+   be misrepresented as being the original software.
+
+3. This notice may not be removed or altered from any source
+   distribution.
+
diff --git a/source/imgui/examples/libs/glfw/include/GLFW/glfw3.h b/source/imgui/examples/libs/glfw/include/GLFW/glfw3.h
new file mode 100644
index 0000000000000000000000000000000000000000..f8ca3d61a2865f766f8db6ecc100b1377097eddb
--- /dev/null
+++ b/source/imgui/examples/libs/glfw/include/GLFW/glfw3.h
@@ -0,0 +1,4227 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would
+ *    be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ *    be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ *    distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_h_
+#define _glfw3_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3.h
+ *  @brief The header of the GLFW 3 API.
+ *
+ *  This is the header file of the GLFW 3 API.  It defines all its types and
+ *  declares all its functions.
+ *
+ *  For more information about how to use this file, see @ref build_include.
+ */
+/*! @defgroup context Context reference
+ *
+ *  This is the reference documentation for OpenGL and OpenGL ES context related
+ *  functions.  For more task-oriented information, see the @ref context_guide.
+ */
+/*! @defgroup vulkan Vulkan reference
+ *
+ *  This is the reference documentation for Vulkan related functions and types.
+ *  For more task-oriented information, see the @ref vulkan_guide.
+ */
+/*! @defgroup init Initialization, version and error reference
+ *
+ *  This is the reference documentation for initialization and termination of
+ *  the library, version management and error handling.  For more task-oriented
+ *  information, see the @ref intro_guide.
+ */
+/*! @defgroup input Input reference
+ *
+ *  This is the reference documentation for input related functions and types.
+ *  For more task-oriented information, see the @ref input_guide.
+ */
+/*! @defgroup monitor Monitor reference
+ *
+ *  This is the reference documentation for monitor related functions and types.
+ *  For more task-oriented information, see the @ref monitor_guide.
+ */
+/*! @defgroup window Window reference
+ *
+ *  This is the reference documentation for window related functions and types,
+ *  including creation, deletion and event polling.  For more task-oriented
+ *  information, see the @ref window_guide.
+ */
+
+
+/*************************************************************************
+ * Compiler- and platform-specific preprocessor work
+ *************************************************************************/
+
+/* If we are we on Windows, we want a single define for it.
+ */
+#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))
+ #define _WIN32
+#endif /* _WIN32 */
+
+/* It is customary to use APIENTRY for OpenGL function pointer declarations on
+ * all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
+ */
+#ifndef APIENTRY
+ #ifdef _WIN32
+  #define APIENTRY __stdcall
+ #else
+  #define APIENTRY
+ #endif
+#endif /* APIENTRY */
+
+/* Some Windows OpenGL headers need this.
+ */
+#if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #define GLFW_WINGDIAPI_DEFINED
+#endif /* WINGDIAPI */
+
+/* Some Windows GLU headers need this.
+ */
+#if !defined(CALLBACK) && defined(_WIN32)
+ #define CALLBACK __stdcall
+ #define GLFW_CALLBACK_DEFINED
+#endif /* CALLBACK */
+
+/* Most Windows GLU headers need wchar_t.
+ * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
+ * Include it unconditionally to avoid surprising side-effects.
+ */
+#include <stddef.h>
+#include <stdint.h>
+
+/* Include the chosen client API headers.
+ */
+#if defined(__APPLE__)
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+  #include <OpenGL/gl3.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <OpenGL/gl3ext.h>
+  #endif
+ #elif !defined(GLFW_INCLUDE_NONE)
+  #if !defined(GLFW_INCLUDE_GLEXT)
+   #define GL_GLEXT_LEGACY
+  #endif
+  #include <OpenGL/gl.h>
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+  #include <OpenGL/glu.h>
+ #endif
+#else
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+  #include <GL/glcorearb.h>
+ #elif defined(GLFW_INCLUDE_ES1)
+  #include <GLES/gl.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES/glext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES2)
+  #include <GLES2/gl2.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES3)
+  #include <GLES3/gl3.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES31)
+  #include <GLES3/gl31.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_VULKAN)
+  #include <vulkan/vulkan.h>
+ #elif !defined(GLFW_INCLUDE_NONE)
+  #include <GL/gl.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GL/glext.h>
+  #endif
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+  #include <GL/glu.h>
+ #endif
+#endif
+
+#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)
+ /* GLFW_DLL must be defined by applications that are linking against the DLL
+  * version of the GLFW library.  _GLFW_BUILD_DLL is defined by the GLFW
+  * configuration header when compiling the DLL version of the library.
+  */
+ #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined"
+#endif
+
+/* GLFWAPI is used to declare public API functions for export
+ * from the DLL / shared library / dynamic library.
+ */
+#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllexport)
+#elif defined(_WIN32) && defined(GLFW_DLL)
+ /* We are calling GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllimport)
+#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a shared / dynamic library */
+ #define GLFWAPI __attribute__((visibility("default")))
+#else
+ /* We are building or calling GLFW as a static library */
+ #define GLFWAPI
+#endif
+
+
+/*************************************************************************
+ * GLFW API tokens
+ *************************************************************************/
+
+/*! @name GLFW version macros
+ *  @{ */
+/*! @brief The major version number of the GLFW library.
+ *
+ *  This is incremented when the API is changed in non-compatible ways.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_MAJOR          3
+/*! @brief The minor version number of the GLFW library.
+ *
+ *  This is incremented when features are added to the API but it remains
+ *  backward-compatible.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_MINOR          2
+/*! @brief The revision number of the GLFW library.
+ *
+ *  This is incremented when a bug fix release is made that does not contain any
+ *  API changes.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_REVISION       0
+/*! @} */
+
+/*! @name Boolean values
+ *  @{ */
+/*! @brief One.
+ *
+ *  One.  Seriously.  You don't _need_ to use this symbol in your code.  It's
+ *  just semantic sugar for the number 1.  You can use `1` or `true` or `_True`
+ *  or `GL_TRUE` or whatever you want.
+ */
+#define GLFW_TRUE                   1
+/*! @brief Zero.
+ *
+ *  Zero.  Seriously.  You don't _need_ to use this symbol in your code.  It's
+ *  just just semantic sugar for the number 0.  You can use `0` or `false` or
+ *  `_False` or `GL_FALSE` or whatever you want.
+ */
+#define GLFW_FALSE                  0
+/*! @} */
+
+/*! @name Key and button actions
+ *  @{ */
+/*! @brief The key or mouse button was released.
+ *
+ *  The key or mouse button was released.
+ *
+ *  @ingroup input
+ */
+#define GLFW_RELEASE                0
+/*! @brief The key or mouse button was pressed.
+ *
+ *  The key or mouse button was pressed.
+ *
+ *  @ingroup input
+ */
+#define GLFW_PRESS                  1
+/*! @brief The key was held down until it repeated.
+ *
+ *  The key was held down until it repeated.
+ *
+ *  @ingroup input
+ */
+#define GLFW_REPEAT                 2
+/*! @} */
+
+/*! @defgroup keys Keyboard keys
+ *
+ *  See [key input](@ref input_key) for how these are used.
+ *
+ *  These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
+ *  but re-arranged to map to 7-bit ASCII for printable keys (function keys are
+ *  put in the 256+ range).
+ *
+ *  The naming of the key codes follow these rules:
+ *   - The US keyboard layout is used
+ *   - Names of printable alpha-numeric characters are used (e.g. "A", "R",
+ *     "3", etc.)
+ *   - For non-alphanumeric characters, Unicode:ish names are used (e.g.
+ *     "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
+ *     correspond to the Unicode standard (usually for brevity)
+ *   - Keys that lack a clear US mapping are named "WORLD_x"
+ *   - For non-printable keys, custom names are used (e.g. "F4",
+ *     "BACKSPACE", etc.)
+ *
+ *  @ingroup input
+ *  @{
+ */
+
+/* The unknown key */
+#define GLFW_KEY_UNKNOWN            -1
+
+/* Printable keys */
+#define GLFW_KEY_SPACE              32
+#define GLFW_KEY_APOSTROPHE         39  /* ' */
+#define GLFW_KEY_COMMA              44  /* , */
+#define GLFW_KEY_MINUS              45  /* - */
+#define GLFW_KEY_PERIOD             46  /* . */
+#define GLFW_KEY_SLASH              47  /* / */
+#define GLFW_KEY_0                  48
+#define GLFW_KEY_1                  49
+#define GLFW_KEY_2                  50
+#define GLFW_KEY_3                  51
+#define GLFW_KEY_4                  52
+#define GLFW_KEY_5                  53
+#define GLFW_KEY_6                  54
+#define GLFW_KEY_7                  55
+#define GLFW_KEY_8                  56
+#define GLFW_KEY_9                  57
+#define GLFW_KEY_SEMICOLON          59  /* ; */
+#define GLFW_KEY_EQUAL              61  /* = */
+#define GLFW_KEY_A                  65
+#define GLFW_KEY_B                  66
+#define GLFW_KEY_C                  67
+#define GLFW_KEY_D                  68
+#define GLFW_KEY_E                  69
+#define GLFW_KEY_F                  70
+#define GLFW_KEY_G                  71
+#define GLFW_KEY_H                  72
+#define GLFW_KEY_I                  73
+#define GLFW_KEY_J                  74
+#define GLFW_KEY_K                  75
+#define GLFW_KEY_L                  76
+#define GLFW_KEY_M                  77
+#define GLFW_KEY_N                  78
+#define GLFW_KEY_O                  79
+#define GLFW_KEY_P                  80
+#define GLFW_KEY_Q                  81
+#define GLFW_KEY_R                  82
+#define GLFW_KEY_S                  83
+#define GLFW_KEY_T                  84
+#define GLFW_KEY_U                  85
+#define GLFW_KEY_V                  86
+#define GLFW_KEY_W                  87
+#define GLFW_KEY_X                  88
+#define GLFW_KEY_Y                  89
+#define GLFW_KEY_Z                  90
+#define GLFW_KEY_LEFT_BRACKET       91  /* [ */
+#define GLFW_KEY_BACKSLASH          92  /* \ */
+#define GLFW_KEY_RIGHT_BRACKET      93  /* ] */
+#define GLFW_KEY_GRAVE_ACCENT       96  /* ` */
+#define GLFW_KEY_WORLD_1            161 /* non-US #1 */
+#define GLFW_KEY_WORLD_2            162 /* non-US #2 */
+
+/* Function keys */
+#define GLFW_KEY_ESCAPE             256
+#define GLFW_KEY_ENTER              257
+#define GLFW_KEY_TAB                258
+#define GLFW_KEY_BACKSPACE          259
+#define GLFW_KEY_INSERT             260
+#define GLFW_KEY_DELETE             261
+#define GLFW_KEY_RIGHT              262
+#define GLFW_KEY_LEFT               263
+#define GLFW_KEY_DOWN               264
+#define GLFW_KEY_UP                 265
+#define GLFW_KEY_PAGE_UP            266
+#define GLFW_KEY_PAGE_DOWN          267
+#define GLFW_KEY_HOME               268
+#define GLFW_KEY_END                269
+#define GLFW_KEY_CAPS_LOCK          280
+#define GLFW_KEY_SCROLL_LOCK        281
+#define GLFW_KEY_NUM_LOCK           282
+#define GLFW_KEY_PRINT_SCREEN       283
+#define GLFW_KEY_PAUSE              284
+#define GLFW_KEY_F1                 290
+#define GLFW_KEY_F2                 291
+#define GLFW_KEY_F3                 292
+#define GLFW_KEY_F4                 293
+#define GLFW_KEY_F5                 294
+#define GLFW_KEY_F6                 295
+#define GLFW_KEY_F7                 296
+#define GLFW_KEY_F8                 297
+#define GLFW_KEY_F9                 298
+#define GLFW_KEY_F10                299
+#define GLFW_KEY_F11                300
+#define GLFW_KEY_F12                301
+#define GLFW_KEY_F13                302
+#define GLFW_KEY_F14                303
+#define GLFW_KEY_F15                304
+#define GLFW_KEY_F16                305
+#define GLFW_KEY_F17                306
+#define GLFW_KEY_F18                307
+#define GLFW_KEY_F19                308
+#define GLFW_KEY_F20                309
+#define GLFW_KEY_F21                310
+#define GLFW_KEY_F22                311
+#define GLFW_KEY_F23                312
+#define GLFW_KEY_F24                313
+#define GLFW_KEY_F25                314
+#define GLFW_KEY_KP_0               320
+#define GLFW_KEY_KP_1               321
+#define GLFW_KEY_KP_2               322
+#define GLFW_KEY_KP_3               323
+#define GLFW_KEY_KP_4               324
+#define GLFW_KEY_KP_5               325
+#define GLFW_KEY_KP_6               326
+#define GLFW_KEY_KP_7               327
+#define GLFW_KEY_KP_8               328
+#define GLFW_KEY_KP_9               329
+#define GLFW_KEY_KP_DECIMAL         330
+#define GLFW_KEY_KP_DIVIDE          331
+#define GLFW_KEY_KP_MULTIPLY        332
+#define GLFW_KEY_KP_SUBTRACT        333
+#define GLFW_KEY_KP_ADD             334
+#define GLFW_KEY_KP_ENTER           335
+#define GLFW_KEY_KP_EQUAL           336
+#define GLFW_KEY_LEFT_SHIFT         340
+#define GLFW_KEY_LEFT_CONTROL       341
+#define GLFW_KEY_LEFT_ALT           342
+#define GLFW_KEY_LEFT_SUPER         343
+#define GLFW_KEY_RIGHT_SHIFT        344
+#define GLFW_KEY_RIGHT_CONTROL      345
+#define GLFW_KEY_RIGHT_ALT          346
+#define GLFW_KEY_RIGHT_SUPER        347
+#define GLFW_KEY_MENU               348
+
+#define GLFW_KEY_LAST               GLFW_KEY_MENU
+
+/*! @} */
+
+/*! @defgroup mods Modifier key flags
+ *
+ *  See [key input](@ref input_key) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+
+/*! @brief If this bit is set one or more Shift keys were held down.
+ */
+#define GLFW_MOD_SHIFT           0x0001
+/*! @brief If this bit is set one or more Control keys were held down.
+ */
+#define GLFW_MOD_CONTROL         0x0002
+/*! @brief If this bit is set one or more Alt keys were held down.
+ */
+#define GLFW_MOD_ALT             0x0004
+/*! @brief If this bit is set one or more Super keys were held down.
+ */
+#define GLFW_MOD_SUPER           0x0008
+
+/*! @} */
+
+/*! @defgroup buttons Mouse buttons
+ *
+ *  See [mouse button input](@ref input_mouse_button) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+#define GLFW_MOUSE_BUTTON_1         0
+#define GLFW_MOUSE_BUTTON_2         1
+#define GLFW_MOUSE_BUTTON_3         2
+#define GLFW_MOUSE_BUTTON_4         3
+#define GLFW_MOUSE_BUTTON_5         4
+#define GLFW_MOUSE_BUTTON_6         5
+#define GLFW_MOUSE_BUTTON_7         6
+#define GLFW_MOUSE_BUTTON_8         7
+#define GLFW_MOUSE_BUTTON_LAST      GLFW_MOUSE_BUTTON_8
+#define GLFW_MOUSE_BUTTON_LEFT      GLFW_MOUSE_BUTTON_1
+#define GLFW_MOUSE_BUTTON_RIGHT     GLFW_MOUSE_BUTTON_2
+#define GLFW_MOUSE_BUTTON_MIDDLE    GLFW_MOUSE_BUTTON_3
+/*! @} */
+
+/*! @defgroup joysticks Joysticks
+ *
+ *  See [joystick input](@ref joystick) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+#define GLFW_JOYSTICK_1             0
+#define GLFW_JOYSTICK_2             1
+#define GLFW_JOYSTICK_3             2
+#define GLFW_JOYSTICK_4             3
+#define GLFW_JOYSTICK_5             4
+#define GLFW_JOYSTICK_6             5
+#define GLFW_JOYSTICK_7             6
+#define GLFW_JOYSTICK_8             7
+#define GLFW_JOYSTICK_9             8
+#define GLFW_JOYSTICK_10            9
+#define GLFW_JOYSTICK_11            10
+#define GLFW_JOYSTICK_12            11
+#define GLFW_JOYSTICK_13            12
+#define GLFW_JOYSTICK_14            13
+#define GLFW_JOYSTICK_15            14
+#define GLFW_JOYSTICK_16            15
+#define GLFW_JOYSTICK_LAST          GLFW_JOYSTICK_16
+/*! @} */
+
+/*! @defgroup errors Error codes
+ *
+ *  See [error handling](@ref error_handling) for how these are used.
+ *
+ *  @ingroup init
+ *  @{ */
+/*! @brief GLFW has not been initialized.
+ *
+ *  This occurs if a GLFW function was called that must not be called unless the
+ *  library is [initialized](@ref intro_init).
+ *
+ *  @analysis Application programmer error.  Initialize GLFW before calling any
+ *  function that requires initialization.
+ */
+#define GLFW_NOT_INITIALIZED        0x00010001
+/*! @brief No context is current for this thread.
+ *
+ *  This occurs if a GLFW function was called that needs and operates on the
+ *  current OpenGL or OpenGL ES context but no context is current on the calling
+ *  thread.  One such function is @ref glfwSwapInterval.
+ *
+ *  @analysis Application programmer error.  Ensure a context is current before
+ *  calling functions that require a current context.
+ */
+#define GLFW_NO_CURRENT_CONTEXT     0x00010002
+/*! @brief One of the arguments to the function was an invalid enum value.
+ *
+ *  One of the arguments to the function was an invalid enum value, for example
+ *  requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref
+ *  glfwGetWindowAttrib.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_INVALID_ENUM           0x00010003
+/*! @brief One of the arguments to the function was an invalid value.
+ *
+ *  One of the arguments to the function was an invalid value, for example
+ *  requesting a non-existent OpenGL or OpenGL ES version like 2.7.
+ *
+ *  Requesting a valid but unavailable OpenGL or OpenGL ES version will instead
+ *  result in a @ref GLFW_VERSION_UNAVAILABLE error.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_INVALID_VALUE          0x00010004
+/*! @brief A memory allocation failed.
+ *
+ *  A memory allocation failed.
+ *
+ *  @analysis A bug in GLFW or the underlying operating system.  Report the bug
+ *  to our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_OUT_OF_MEMORY          0x00010005
+/*! @brief GLFW could not find support for the requested API on the system.
+ *
+ *  GLFW could not find support for the requested API on the system.
+ *
+ *  @analysis The installed graphics driver does not support the requested
+ *  API, or does not support it via the chosen context creation backend.
+ *  Below are a few examples.
+ *
+ *  @par
+ *  Some pre-installed Windows graphics drivers do not support OpenGL.  AMD only
+ *  supports OpenGL ES via EGL, while Nvidia and Intel only support it via
+ *  a WGL or GLX extension.  OS X does not provide OpenGL ES at all.  The Mesa
+ *  EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
+ *  driver.  Older graphics drivers do not support Vulkan.
+ */
+#define GLFW_API_UNAVAILABLE        0x00010006
+/*! @brief The requested OpenGL or OpenGL ES version is not available.
+ *
+ *  The requested OpenGL or OpenGL ES version (including any requested context
+ *  or framebuffer hints) is not available on this machine.
+ *
+ *  @analysis The machine does not support your requirements.  If your
+ *  application is sufficiently flexible, downgrade your requirements and try
+ *  again.  Otherwise, inform the user that their machine does not match your
+ *  requirements.
+ *
+ *  @par
+ *  Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
+ *  comes out before the 4.x series gets that far, also fail with this error and
+ *  not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
+ *  will exist.
+ */
+#define GLFW_VERSION_UNAVAILABLE    0x00010007
+/*! @brief A platform-specific error occurred that does not match any of the
+ *  more specific categories.
+ *
+ *  A platform-specific error occurred that does not match any of the more
+ *  specific categories.
+ *
+ *  @analysis A bug or configuration error in GLFW, the underlying operating
+ *  system or its drivers, or a lack of required resources.  Report the issue to
+ *  our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_PLATFORM_ERROR         0x00010008
+/*! @brief The requested format is not supported or available.
+ *
+ *  If emitted during window creation, the requested pixel format is not
+ *  supported.
+ *
+ *  If emitted when querying the clipboard, the contents of the clipboard could
+ *  not be converted to the requested format.
+ *
+ *  @analysis If emitted during window creation, one or more
+ *  [hard constraints](@ref window_hints_hard) did not match any of the
+ *  available pixel formats.  If your application is sufficiently flexible,
+ *  downgrade your requirements and try again.  Otherwise, inform the user that
+ *  their machine does not match your requirements.
+ *
+ *  @par
+ *  If emitted when querying the clipboard, ignore the error or report it to
+ *  the user, as appropriate.
+ */
+#define GLFW_FORMAT_UNAVAILABLE     0x00010009
+/*! @brief The specified window does not have an OpenGL or OpenGL ES context.
+ *
+ *  A window that does not have an OpenGL or OpenGL ES context was passed to
+ *  a function that requires it to have one.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_NO_WINDOW_CONTEXT      0x0001000A
+/*! @} */
+
+#define GLFW_FOCUSED                0x00020001
+#define GLFW_ICONIFIED              0x00020002
+#define GLFW_RESIZABLE              0x00020003
+#define GLFW_VISIBLE                0x00020004
+#define GLFW_DECORATED              0x00020005
+#define GLFW_AUTO_ICONIFY           0x00020006
+#define GLFW_FLOATING               0x00020007
+#define GLFW_MAXIMIZED              0x00020008
+
+#define GLFW_RED_BITS               0x00021001
+#define GLFW_GREEN_BITS             0x00021002
+#define GLFW_BLUE_BITS              0x00021003
+#define GLFW_ALPHA_BITS             0x00021004
+#define GLFW_DEPTH_BITS             0x00021005
+#define GLFW_STENCIL_BITS           0x00021006
+#define GLFW_ACCUM_RED_BITS         0x00021007
+#define GLFW_ACCUM_GREEN_BITS       0x00021008
+#define GLFW_ACCUM_BLUE_BITS        0x00021009
+#define GLFW_ACCUM_ALPHA_BITS       0x0002100A
+#define GLFW_AUX_BUFFERS            0x0002100B
+#define GLFW_STEREO                 0x0002100C
+#define GLFW_SAMPLES                0x0002100D
+#define GLFW_SRGB_CAPABLE           0x0002100E
+#define GLFW_REFRESH_RATE           0x0002100F
+#define GLFW_DOUBLEBUFFER           0x00021010
+
+#define GLFW_CLIENT_API             0x00022001
+#define GLFW_CONTEXT_VERSION_MAJOR  0x00022002
+#define GLFW_CONTEXT_VERSION_MINOR  0x00022003
+#define GLFW_CONTEXT_REVISION       0x00022004
+#define GLFW_CONTEXT_ROBUSTNESS     0x00022005
+#define GLFW_OPENGL_FORWARD_COMPAT  0x00022006
+#define GLFW_OPENGL_DEBUG_CONTEXT   0x00022007
+#define GLFW_OPENGL_PROFILE         0x00022008
+#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009
+#define GLFW_CONTEXT_NO_ERROR       0x0002200A
+
+#define GLFW_NO_API                          0
+#define GLFW_OPENGL_API             0x00030001
+#define GLFW_OPENGL_ES_API          0x00030002
+
+#define GLFW_NO_ROBUSTNESS                   0
+#define GLFW_NO_RESET_NOTIFICATION  0x00031001
+#define GLFW_LOSE_CONTEXT_ON_RESET  0x00031002
+
+#define GLFW_OPENGL_ANY_PROFILE              0
+#define GLFW_OPENGL_CORE_PROFILE    0x00032001
+#define GLFW_OPENGL_COMPAT_PROFILE  0x00032002
+
+#define GLFW_CURSOR                 0x00033001
+#define GLFW_STICKY_KEYS            0x00033002
+#define GLFW_STICKY_MOUSE_BUTTONS   0x00033003
+
+#define GLFW_CURSOR_NORMAL          0x00034001
+#define GLFW_CURSOR_HIDDEN          0x00034002
+#define GLFW_CURSOR_DISABLED        0x00034003
+
+#define GLFW_ANY_RELEASE_BEHAVIOR            0
+#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001
+#define GLFW_RELEASE_BEHAVIOR_NONE  0x00035002
+
+/*! @defgroup shapes Standard cursor shapes
+ *
+ *  See [standard cursor creation](@ref cursor_standard) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+
+/*! @brief The regular arrow cursor shape.
+ *
+ *  The regular arrow cursor.
+ */
+#define GLFW_ARROW_CURSOR           0x00036001
+/*! @brief The text input I-beam cursor shape.
+ *
+ *  The text input I-beam cursor shape.
+ */
+#define GLFW_IBEAM_CURSOR           0x00036002
+/*! @brief The crosshair shape.
+ *
+ *  The crosshair shape.
+ */
+#define GLFW_CROSSHAIR_CURSOR       0x00036003
+/*! @brief The hand shape.
+ *
+ *  The hand shape.
+ */
+#define GLFW_HAND_CURSOR            0x00036004
+/*! @brief The horizontal resize arrow shape.
+ *
+ *  The horizontal resize arrow shape.
+ */
+#define GLFW_HRESIZE_CURSOR         0x00036005
+/*! @brief The vertical resize arrow shape.
+ *
+ *  The vertical resize arrow shape.
+ */
+#define GLFW_VRESIZE_CURSOR         0x00036006
+/*! @} */
+
+#define GLFW_CONNECTED              0x00040001
+#define GLFW_DISCONNECTED           0x00040002
+
+#define GLFW_DONT_CARE              -1
+
+
+/*************************************************************************
+ * GLFW API types
+ *************************************************************************/
+
+/*! @brief Client API function pointer type.
+ *
+ *  Generic function pointer used for returning client API function pointers
+ *  without forcing a cast from a regular pointer.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwGetProcAddress
+ *
+ *  @since Added in version 3.0.
+ 
+ *  @ingroup context
+ */
+typedef void (*GLFWglproc)(void);
+
+/*! @brief Vulkan API function pointer type.
+ *
+ *  Generic function pointer used for returning Vulkan API function pointers
+ *  without forcing a cast from a regular pointer.
+ *
+ *  @sa @ref vulkan_proc
+ *  @sa glfwGetInstanceProcAddress
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+typedef void (*GLFWvkproc)(void);
+
+/*! @brief Opaque monitor object.
+ *
+ *  Opaque monitor object.
+ *
+ *  @see @ref monitor_object
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWmonitor GLFWmonitor;
+
+/*! @brief Opaque window object.
+ *
+ *  Opaque window object.
+ *
+ *  @see @ref window_object
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef struct GLFWwindow GLFWwindow;
+
+/*! @brief Opaque cursor object.
+ *
+ *  Opaque cursor object.
+ *
+ *  @see @ref cursor_object
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup cursor
+ */
+typedef struct GLFWcursor GLFWcursor;
+
+/*! @brief The function signature for error callbacks.
+ *
+ *  This is the function signature for error callback functions.
+ *
+ *  @param[in] error An [error code](@ref errors).
+ *  @param[in] description A UTF-8 encoded string describing the error.
+ *
+ *  @sa @ref error_handling
+ *  @sa glfwSetErrorCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+typedef void (* GLFWerrorfun)(int,const char*);
+
+/*! @brief The function signature for window position callbacks.
+ *
+ *  This is the function signature for window position callback functions.
+ *
+ *  @param[in] window The window that was moved.
+ *  @param[in] xpos The new x-coordinate, in screen coordinates, of the
+ *  upper-left corner of the client area of the window.
+ *  @param[in] ypos The new y-coordinate, in screen coordinates, of the
+ *  upper-left corner of the client area of the window.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwSetWindowPosCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window resize callbacks.
+ *
+ *  This is the function signature for window size callback functions.
+ *
+ *  @param[in] window The window that was resized.
+ *  @param[in] width The new width, in screen coordinates, of the window.
+ *  @param[in] height The new height, in screen coordinates, of the window.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwSetWindowSizeCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window close callbacks.
+ *
+ *  This is the function signature for window close callback functions.
+ *
+ *  @param[in] window The window that the user attempted to close.
+ *
+ *  @sa @ref window_close
+ *  @sa glfwSetWindowCloseCallback
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowclosefun)(GLFWwindow*);
+
+/*! @brief The function signature for window content refresh callbacks.
+ *
+ *  This is the function signature for window refresh callback functions.
+ *
+ *  @param[in] window The window whose content needs to be refreshed.
+ *
+ *  @sa @ref window_refresh
+ *  @sa glfwSetWindowRefreshCallback
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
+
+/*! @brief The function signature for window focus/defocus callbacks.
+ *
+ *  This is the function signature for window focus callback functions.
+ *
+ *  @param[in] window The window that gained or lost input focus.
+ *  @param[in] focused `GLFW_TRUE` if the window was given input focus, or
+ *  `GLFW_FALSE` if it lost it.
+ *
+ *  @sa @ref window_focus
+ *  @sa glfwSetWindowFocusCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for window iconify/restore callbacks.
+ *
+ *  This is the function signature for window iconify/restore callback
+ *  functions.
+ *
+ *  @param[in] window The window that was iconified or restored.
+ *  @param[in] iconified `GLFW_TRUE` if the window was iconified, or
+ *  `GLFW_FALSE` if it was restored.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwSetWindowIconifyCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for framebuffer resize callbacks.
+ *
+ *  This is the function signature for framebuffer resize callback
+ *  functions.
+ *
+ *  @param[in] window The window whose framebuffer was resized.
+ *  @param[in] width The new width, in pixels, of the framebuffer.
+ *  @param[in] height The new height, in pixels, of the framebuffer.
+ *
+ *  @sa @ref window_fbsize
+ *  @sa glfwSetFramebufferSizeCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for mouse button callbacks.
+ *
+ *  This is the function signature for mouse button callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] button The [mouse button](@ref buttons) that was pressed or
+ *  released.
+ *  @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_mouse_button
+ *  @sa glfwSetMouseButtonCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle and modifier mask parameters.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
+
+/*! @brief The function signature for cursor position callbacks.
+ *
+ *  This is the function signature for cursor position callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] xpos The new cursor x-coordinate, relative to the left edge of
+ *  the client area.
+ *  @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
+ *  client area.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwSetCursorPosCallback
+ *
+ *  @since Added in version 3.0.  Replaces `GLFWmouseposfun`.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for cursor enter/leave callbacks.
+ *
+ *  This is the function signature for cursor enter/leave callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] entered `GLFW_TRUE` if the cursor entered the window's client
+ *  area, or `GLFW_FALSE` if it left it.
+ *
+ *  @sa @ref cursor_enter
+ *  @sa glfwSetCursorEnterCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for scroll callbacks.
+ *
+ *  This is the function signature for scroll callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] xoffset The scroll offset along the x-axis.
+ *  @param[in] yoffset The scroll offset along the y-axis.
+ *
+ *  @sa @ref scrolling
+ *  @sa glfwSetScrollCallback
+ *
+ *  @since Added in version 3.0.  Replaces `GLFWmousewheelfun`.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for keyboard key callbacks.
+ *
+ *  This is the function signature for keyboard key callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] key The [keyboard key](@ref keys) that was pressed or released.
+ *  @param[in] scancode The system-specific scancode of the key.
+ *  @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_key
+ *  @sa glfwSetKeyCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle, scancode and modifier mask parameters.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
+
+/*! @brief The function signature for Unicode character callbacks.
+ *
+ *  This is the function signature for Unicode character callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] codepoint The Unicode code point of the character.
+ *
+ *  @sa @ref input_char
+ *  @sa glfwSetCharCallback
+ *
+ *  @since Added in version 2.4.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
+
+/*! @brief The function signature for Unicode character with modifiers
+ *  callbacks.
+ *
+ *  This is the function signature for Unicode character with modifiers callback
+ *  functions.  It is called for each input character, regardless of what
+ *  modifier keys are held down.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] codepoint The Unicode code point of the character.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_char
+ *  @sa glfwSetCharModsCallback
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int);
+
+/*! @brief The function signature for file drop callbacks.
+ *
+ *  This is the function signature for file drop callbacks.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] count The number of dropped files.
+ *  @param[in] paths The UTF-8 encoded file and/or directory path names.
+ *
+ *  @sa @ref path_drop
+ *  @sa glfwSetDropCallback
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**);
+
+/*! @brief The function signature for monitor configuration callbacks.
+ *
+ *  This is the function signature for monitor configuration callback functions.
+ *
+ *  @param[in] monitor The monitor that was connected or disconnected.
+ *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ *  @sa @ref monitor_event
+ *  @sa glfwSetMonitorCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef void (* GLFWmonitorfun)(GLFWmonitor*,int);
+
+/*! @brief The function signature for joystick configuration callbacks.
+ *
+ *  This is the function signature for joystick configuration callback
+ *  functions.
+ *
+ *  @param[in] joy The joystick that was connected or disconnected.
+ *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ *  @sa @ref joystick_event
+ *  @sa glfwSetJoystickCallback
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWjoystickfun)(int,int);
+
+/*! @brief Video mode type.
+ *
+ *  This describes a single video mode.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoMode glfwGetVideoModes
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added refresh rate member.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWvidmode
+{
+    /*! The width, in screen coordinates, of the video mode.
+     */
+    int width;
+    /*! The height, in screen coordinates, of the video mode.
+     */
+    int height;
+    /*! The bit depth of the red channel of the video mode.
+     */
+    int redBits;
+    /*! The bit depth of the green channel of the video mode.
+     */
+    int greenBits;
+    /*! The bit depth of the blue channel of the video mode.
+     */
+    int blueBits;
+    /*! The refresh rate, in Hz, of the video mode.
+     */
+    int refreshRate;
+} GLFWvidmode;
+
+/*! @brief Gamma ramp.
+ *
+ *  This describes the gamma ramp for a monitor.
+ *
+ *  @sa @ref monitor_gamma
+ *  @sa glfwGetGammaRamp glfwSetGammaRamp
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWgammaramp
+{
+    /*! An array of value describing the response of the red channel.
+     */
+    unsigned short* red;
+    /*! An array of value describing the response of the green channel.
+     */
+    unsigned short* green;
+    /*! An array of value describing the response of the blue channel.
+     */
+    unsigned short* blue;
+    /*! The number of elements in each array.
+     */
+    unsigned int size;
+} GLFWgammaramp;
+
+/*! @brief Image data.
+ *
+ *  @sa @ref cursor_custom
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Removed format and bytes-per-pixel members.
+ */
+typedef struct GLFWimage
+{
+    /*! The width, in pixels, of this image.
+     */
+    int width;
+    /*! The height, in pixels, of this image.
+     */
+    int height;
+    /*! The pixel data of this image, arranged left-to-right, top-to-bottom.
+     */
+    unsigned char* pixels;
+} GLFWimage;
+
+
+/*************************************************************************
+ * GLFW API functions
+ *************************************************************************/
+
+/*! @brief Initializes the GLFW library.
+ *
+ *  This function initializes the GLFW library.  Before most GLFW functions can
+ *  be used, GLFW must be initialized, and before an application terminates GLFW
+ *  should be terminated in order to free any resources allocated during or
+ *  after initialization.
+ *
+ *  If this function fails, it calls @ref glfwTerminate before returning.  If it
+ *  succeeds, you should call @ref glfwTerminate before the application exits.
+ *
+ *  Additional calls to this function after successful initialization but before
+ *  termination will return `GLFW_TRUE` immediately.
+ *
+ *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @osx This function will change the current directory of the
+ *  application to the `Contents/Resources` subdirectory of the application's
+ *  bundle, if present.  This can be disabled with a
+ *  [compile-time option](@ref compile_options_osx).
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref intro_init
+ *  @sa glfwTerminate
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI int glfwInit(void);
+
+/*! @brief Terminates the GLFW library.
+ *
+ *  This function destroys all remaining windows and cursors, restores any
+ *  modified gamma ramps and frees any other allocated resources.  Once this
+ *  function is called, you must again call @ref glfwInit successfully before
+ *  you will be able to use most GLFW functions.
+ *
+ *  If GLFW has been successfully initialized, this function should be called
+ *  before the application exits.  If initialization fails, there is no need to
+ *  call this function, as it is called by @ref glfwInit before it returns
+ *  failure.
+ *
+ *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @warning The contexts of any remaining windows must not be current on any
+ *  other thread when this function is called.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref intro_init
+ *  @sa glfwInit
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI void glfwTerminate(void);
+
+/*! @brief Retrieves the version of the GLFW library.
+ *
+ *  This function retrieves the major, minor and revision numbers of the GLFW
+ *  library.  It is intended for when you are using GLFW as a shared library and
+ *  want to ensure that you are using the minimum required version.
+ *
+ *  Any or all of the version arguments may be `NULL`.
+ *
+ *  @param[out] major Where to store the major version number, or `NULL`.
+ *  @param[out] minor Where to store the minor version number, or `NULL`.
+ *  @param[out] rev Where to store the revision number, or `NULL`.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref intro_version
+ *  @sa glfwGetVersionString
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
+
+/*! @brief Returns a string describing the compile-time configuration.
+ *
+ *  This function returns the compile-time generated
+ *  [version string](@ref intro_version_string) of the GLFW library binary.  It
+ *  describes the version, platform, compiler and any platform-specific
+ *  compile-time options.  It should not be confused with the OpenGL or OpenGL
+ *  ES version string, queried with `glGetString`.
+ *
+ *  __Do not use the version string__ to parse the GLFW library version.  The
+ *  @ref glfwGetVersion function provides the version of the running library
+ *  binary in numerical format.
+ *
+ *  @return The ASCII encoded GLFW version string.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @pointer_lifetime The returned string is static and compile-time generated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref intro_version
+ *  @sa glfwGetVersion
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI const char* glfwGetVersionString(void);
+
+/*! @brief Sets the error callback.
+ *
+ *  This function sets the error callback, which is called with an error code
+ *  and a human-readable description each time a GLFW error occurs.
+ *
+ *  The error callback is called on the thread where the error occurred.  If you
+ *  are using GLFW from multiple threads, your error callback needs to be
+ *  written accordingly.
+ *
+ *  Because the description string may have been generated specifically for that
+ *  error, it is not guaranteed to be valid after the callback has returned.  If
+ *  you wish to use it after the callback returns, you need to make a copy.
+ *
+ *  Once set, the error callback remains set even after the library has been
+ *  terminated.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref error_handling
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun);
+
+/*! @brief Returns the currently connected monitors.
+ *
+ *  This function returns an array of handles for all currently connected
+ *  monitors.  The primary monitor is always first in the returned array.  If no
+ *  monitors were found, this function returns `NULL`.
+ *
+ *  @param[out] count Where to store the number of monitors in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of monitor handles, or `NULL` if no monitors were found or
+ *  if an [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is guaranteed to be valid only until the
+ *  monitor configuration changes or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_monitors
+ *  @sa @ref monitor_event
+ *  @sa glfwGetPrimaryMonitor
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitor** glfwGetMonitors(int* count);
+
+/*! @brief Returns the primary monitor.
+ *
+ *  This function returns the primary monitor.  This is usually the monitor
+ *  where elements like the task bar or global menu bar are located.
+ *
+ *  @return The primary monitor, or `NULL` if no monitors were found or if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @remark The primary monitor is always first in the array returned by @ref
+ *  glfwGetMonitors.
+ *
+ *  @sa @ref monitor_monitors
+ *  @sa glfwGetMonitors
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);
+
+/*! @brief Returns the position of the monitor's viewport on the virtual screen.
+ *
+ *  This function returns the position, in screen coordinates, of the upper-left
+ *  corner of the specified monitor.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
+ *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
+
+/*! @brief Returns the physical size of the monitor.
+ *
+ *  This function returns the size, in millimetres, of the display area of the
+ *  specified monitor.
+ *
+ *  Some systems do not provide accurate monitor size information, either
+ *  because the monitor
+ *  [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
+ *  data is incorrect or because the driver does not report it accurately.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] widthMM Where to store the width, in millimetres, of the
+ *  monitor's display area, or `NULL`.
+ *  @param[out] heightMM Where to store the height, in millimetres, of the
+ *  monitor's display area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @remark @win32 calculates the returned physical size from the
+ *  current resolution and system DPI instead of querying the monitor EDID data.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
+
+/*! @brief Returns the name of the specified monitor.
+ *
+ *  This function returns a human-readable name, encoded as UTF-8, of the
+ *  specified monitor.  The name typically reflects the make and model of the
+ *  monitor and is not guaranteed to be unique among the connected monitors.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The UTF-8 encoded name of the monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);
+
+/*! @brief Sets the monitor configuration callback.
+ *
+ *  This function sets the monitor configuration callback, or removes the
+ *  currently set callback.  This is called when a monitor is connected to or
+ *  disconnected from the system.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_event
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun);
+
+/*! @brief Returns the available video modes for the specified monitor.
+ *
+ *  This function returns an array of all video modes supported by the specified
+ *  monitor.  The returned array is sorted in ascending order, first by color
+ *  bit depth (the sum of all channel depths) and then by resolution area (the
+ *  product of width and height).
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] count Where to store the number of video modes in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of video modes, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected, this function is called again for that monitor or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoMode
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Changed to return an array of modes for a specific monitor.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
+
+/*! @brief Returns the current mode of the specified monitor.
+ *
+ *  This function returns the current video mode of the specified monitor.  If
+ *  you have created a full screen window for that monitor, the return value
+ *  will depend on whether that window is iconified.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The current mode of the monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoModes
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetDesktopMode`.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
+
+/*! @brief Generates a gamma ramp and sets it for the specified monitor.
+ *
+ *  This function generates a 256-element gamma ramp from the specified exponent
+ *  and then calls @ref glfwSetGammaRamp with it.  The value must be a finite
+ *  number greater than zero.
+ *
+ *  @param[in] monitor The monitor whose gamma ramp to set.
+ *  @param[in] gamma The desired exponent.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
+
+/*! @brief Returns the current gamma ramp for the specified monitor.
+ *
+ *  This function returns the current gamma ramp of the specified monitor.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The current gamma ramp, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned structure and its arrays are allocated and
+ *  freed by GLFW.  You should not free them yourself.  They are valid until the
+ *  specified monitor is disconnected, this function is called again for that
+ *  monitor or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);
+
+/*! @brief Sets the current gamma ramp for the specified monitor.
+ *
+ *  This function sets the current gamma ramp for the specified monitor.  The
+ *  original gamma ramp for that monitor is saved by GLFW the first time this
+ *  function is called and is restored by @ref glfwTerminate.
+ *
+ *  @param[in] monitor The monitor whose gamma ramp to set.
+ *  @param[in] ramp The gamma ramp to use.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark Gamma ramp sizes other than 256 are not supported by all platforms
+ *  or graphics hardware.
+ *
+ *  @remark @win32 The gamma ramp size must be 256.
+ *
+ *  @pointer_lifetime The specified gamma ramp is copied before this function
+ *  returns.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);
+
+/*! @brief Resets all window hints to their default values.
+ *
+ *  This function resets all window hints to their
+ *  [default values](@ref window_hints_values).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hints
+ *  @sa glfwWindowHint
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwDefaultWindowHints(void);
+
+/*! @brief Sets the specified window hint to the desired value.
+ *
+ *  This function sets hints for the next call to @ref glfwCreateWindow.  The
+ *  hints, once set, retain their values until changed by a call to @ref
+ *  glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is
+ *  terminated.
+ *
+ *  This function does not check whether the specified hint values are valid.
+ *  If you set hints to invalid values this will instead be reported by the next
+ *  call to @ref glfwCreateWindow.
+ *
+ *  @param[in] hint The [window hint](@ref window_hints) to set.
+ *  @param[in] value The new value of the window hint.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hints
+ *  @sa glfwDefaultWindowHints
+ *
+ *  @since Added in version 3.0.  Replaces `glfwOpenWindowHint`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWindowHint(int hint, int value);
+
+/*! @brief Creates a window and its associated context.
+ *
+ *  This function creates a window and its associated OpenGL or OpenGL ES
+ *  context.  Most of the options controlling how the window and its context
+ *  should be created are specified with [window hints](@ref window_hints).
+ *
+ *  Successful creation does not change which context is current.  Before you
+ *  can use the newly created context, you need to
+ *  [make it current](@ref context_current).  For information about the `share`
+ *  parameter, see @ref context_sharing.
+ *
+ *  The created window, framebuffer and context may differ from what you
+ *  requested, as not all parameters and hints are
+ *  [hard constraints](@ref window_hints_hard).  This includes the size of the
+ *  window, especially for full screen windows.  To query the actual attributes
+ *  of the created window, framebuffer and context, see @ref
+ *  glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.
+ *
+ *  To create a full screen window, you need to specify the monitor the window
+ *  will cover.  If no monitor is specified, the window will be windowed mode.
+ *  Unless you have a way for the user to choose a specific monitor, it is
+ *  recommended that you pick the primary monitor.  For more information on how
+ *  to query connected monitors, see @ref monitor_monitors.
+ *
+ *  For full screen windows, the specified size becomes the resolution of the
+ *  window's _desired video mode_.  As long as a full screen window is not
+ *  iconified, the supported video mode most closely matching the desired video
+ *  mode is set for the specified monitor.  For more information about full
+ *  screen windows, including the creation of so called _windowed full screen_
+ *  or _borderless full screen_ windows, see @ref window_windowed_full_screen.
+ *
+ *  By default, newly created windows use the placement recommended by the
+ *  window system.  To create the window at a specific position, make it
+ *  initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window
+ *  hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
+ *  it.
+ *
+ *  As long as at least one full screen window is not iconified, the screensaver
+ *  is prohibited from starting.
+ *
+ *  Window systems put limits on window sizes.  Very large or very small window
+ *  dimensions may be overridden by the window system on creation.  Check the
+ *  actual [size](@ref window_size) after creation.
+ *
+ *  The [swap interval](@ref buffer_swap) is not set during window creation and
+ *  the initial value may vary depending on driver settings and defaults.
+ *
+ *  @param[in] width The desired width, in screen coordinates, of the window.
+ *  This must be greater than zero.
+ *  @param[in] height The desired height, in screen coordinates, of the window.
+ *  This must be greater than zero.
+ *  @param[in] title The initial, UTF-8 encoded window title.
+ *  @param[in] monitor The monitor to use for full screen mode, or `NULL` for
+ *  windowed mode.
+ *  @param[in] share The window whose context to share resources with, or `NULL`
+ *  to not share resources.
+ *  @return The handle of the created window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
+ *  GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @win32 Window creation will fail if the Microsoft GDI software
+ *  OpenGL implementation is the only one available.
+ *
+ *  @remark @win32 If the executable has an icon resource named `GLFW_ICON,`
+ *  it will be set as the icon for the window.  If no such icon is present, the
+ *  `IDI_WINLOGO` icon will be used instead.
+ *
+ *  @remark @win32 The context to share resources with must not be current on
+ *  any other thread.
+ *
+ *  @remark @osx The GLFW window has no icon, as it is not a document
+ *  window, but the dock icon will be the same as the application bundle's icon.
+ *  For more information on bundles, see the
+ *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ *  in the Mac Developer Library.
+ *
+ *  @remark @osx The first time a window is created the menu bar is populated
+ *  with common commands like Hide, Quit and About.  The About entry opens
+ *  a minimal about dialog with information from the application's bundle.  The
+ *  menu bar can be disabled with a
+ *  [compile-time option](@ref compile_options_osx).
+ *
+ *  @remark @osx On OS X 10.10 and later the window frame will not be rendered
+ *  at full resolution on Retina displays unless the `NSHighResolutionCapable`
+ *  key is enabled in the application bundle's `Info.plist`.  For more
+ *  information, see
+ *  [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
+ *  in the Mac Developer Library.  The GLFW test and example programs use
+ *  a custom `Info.plist` template for this, which can be found as
+ *  `CMake/MacOSXBundleInfo.plist.in` in the source tree.
+ *
+ *  @remark @x11 There is no mechanism for setting the window icon yet.
+ *
+ *  @remark @x11 Some window managers will not respect the placement of
+ *  initially hidden windows.
+ *
+ *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ *  a window to reach its requested state.  This means you may not be able to
+ *  query the final size, position or other attributes directly after window
+ *  creation.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_creation
+ *  @sa glfwDestroyWindow
+ *
+ *  @since Added in version 3.0.  Replaces `glfwOpenWindow`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);
+
+/*! @brief Destroys the specified window and its context.
+ *
+ *  This function destroys the specified window and its context.  On calling
+ *  this function, no further callbacks will be called for that window.
+ *
+ *  If the context of the specified window is current on the main thread, it is
+ *  detached before being destroyed.
+ *
+ *  @param[in] window The window to destroy.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @note The context of the specified window must not be current on any other
+ *  thread when this function is called.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_creation
+ *  @sa glfwCreateWindow
+ *
+ *  @since Added in version 3.0.  Replaces `glfwCloseWindow`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwDestroyWindow(GLFWwindow* window);
+
+/*! @brief Checks the close flag of the specified window.
+ *
+ *  This function returns the value of the close flag of the specified window.
+ *
+ *  @param[in] window The window to query.
+ *  @return The value of the close flag.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI int glfwWindowShouldClose(GLFWwindow* window);
+
+/*! @brief Sets the close flag of the specified window.
+ *
+ *  This function sets the value of the close flag of the specified window.
+ *  This can be used to override the user's attempt to close the window, or
+ *  to signal that it should be closed.
+ *
+ *  @param[in] window The window whose flag to change.
+ *  @param[in] value The new value.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
+
+/*! @brief Sets the title of the specified window.
+ *
+ *  This function sets the window title, encoded as UTF-8, of the specified
+ *  window.
+ *
+ *  @param[in] window The window whose title to change.
+ *  @param[in] title The UTF-8 encoded window title.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @osx The window title will not be updated until the next time you
+ *  process events.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_title
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
+
+/*! @brief Sets the icon for the specified window.
+ *
+ *  This function sets the icon of the specified window.  If passed an array of
+ *  candidate images, those of or closest to the sizes desired by the system are
+ *  selected.  If no images are specified, the window reverts to its default
+ *  icon.
+ *
+ *  The desired image sizes varies depending on platform and system settings.
+ *  The selected images will be rescaled as needed.  Good sizes include 16x16,
+ *  32x32 and 48x48.
+ *
+ *  @param[in] window The window whose icon to set.
+ *  @param[in] count The number of images in the specified array, or zero to
+ *  revert to the default window icon.
+ *  @param[in] images The images to create the icon from.  This is ignored if
+ *  count is zero.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified image data is copied before this function
+ *  returns.
+ *
+ *  @remark @osx The GLFW window has no icon, as it is not a document
+ *  window, but the dock icon will be the same as the application bundle's icon.
+ *  For more information on bundles, see the
+ *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ *  in the Mac Developer Library.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_icon
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);
+
+/*! @brief Retrieves the position of the client area of the specified window.
+ *
+ *  This function retrieves the position, in screen coordinates, of the
+ *  upper-left corner of the client area of the specified window.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] window The window to query.
+ *  @param[out] xpos Where to store the x-coordinate of the upper-left corner of
+ *  the client area, or `NULL`.
+ *  @param[out] ypos Where to store the y-coordinate of the upper-left corner of
+ *  the client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwSetWindowPos
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
+
+/*! @brief Sets the position of the client area of the specified window.
+ *
+ *  This function sets the position, in screen coordinates, of the upper-left
+ *  corner of the client area of the specified windowed mode window.  If the
+ *  window is a full screen window, this function does nothing.
+ *
+ *  __Do not use this function__ to move an already visible window unless you
+ *  have very good reasons for doing so, as it will confuse and annoy the user.
+ *
+ *  The window manager may put limits on what positions are allowed.  GLFW
+ *  cannot and should not override these limits.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] xpos The x-coordinate of the upper-left corner of the client area.
+ *  @param[in] ypos The y-coordinate of the upper-left corner of the client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwGetWindowPos
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
+
+/*! @brief Retrieves the size of the client area of the specified window.
+ *
+ *  This function retrieves the size, in screen coordinates, of the client area
+ *  of the specified window.  If you wish to retrieve the size of the
+ *  framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose size to retrieve.
+ *  @param[out] width Where to store the width, in screen coordinates, of the
+ *  client area, or `NULL`.
+ *  @param[out] height Where to store the height, in screen coordinates, of the
+ *  client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwSetWindowSize
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Sets the size limits of the specified window.
+ *
+ *  This function sets the size limits of the client area of the specified
+ *  window.  If the window is full screen, the size limits only take effect if
+ *  once it is made windowed.  If the window is not resizable, this function
+ *  does nothing.
+ *
+ *  The size limits are applied immediately to a windowed mode window and may
+ *  cause it to be resized.
+ *
+ *  @param[in] window The window to set limits for.
+ *  @param[in] minwidth The minimum width, in screen coordinates, of the client
+ *  area, or `GLFW_DONT_CARE`.
+ *  @param[in] minheight The minimum height, in screen coordinates, of the
+ *  client area, or `GLFW_DONT_CARE`.
+ *  @param[in] maxwidth The maximum width, in screen coordinates, of the client
+ *  area, or `GLFW_DONT_CARE`.
+ *  @param[in] maxheight The maximum height, in screen coordinates, of the
+ *  client area, or `GLFW_DONT_CARE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark If you set size limits and an aspect ratio that conflict, the
+ *  results are undefined.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_sizelimits
+ *  @sa glfwSetWindowAspectRatio
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
+
+/*! @brief Sets the aspect ratio of the specified window.
+ *
+ *  This function sets the required aspect ratio of the client area of the
+ *  specified window.  If the window is full screen, the aspect ratio only takes
+ *  effect once it is made windowed.  If the window is not resizable, this
+ *  function does nothing.
+ *
+ *  The aspect ratio is specified as a numerator and a denominator and both
+ *  values must be greater than zero.  For example, the common 16:9 aspect ratio
+ *  is specified as 16 and 9, respectively.
+ *
+ *  If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect
+ *  ratio limit is disabled.
+ *
+ *  The aspect ratio is applied immediately to a windowed mode window and may
+ *  cause it to be resized.
+ *
+ *  @param[in] window The window to set limits for.
+ *  @param[in] numer The numerator of the desired aspect ratio, or
+ *  `GLFW_DONT_CARE`.
+ *  @param[in] denom The denominator of the desired aspect ratio, or
+ *  `GLFW_DONT_CARE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark If you set size limits and an aspect ratio that conflict, the
+ *  results are undefined.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_sizelimits
+ *  @sa glfwSetWindowSizeLimits
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);
+
+/*! @brief Sets the size of the client area of the specified window.
+ *
+ *  This function sets the size, in screen coordinates, of the client area of
+ *  the specified window.
+ *
+ *  For full screen windows, this function updates the resolution of its desired
+ *  video mode and switches to the video mode closest to it, without affecting
+ *  the window's context.  As the context is unaffected, the bit depths of the
+ *  framebuffer remain unchanged.
+ *
+ *  If you wish to update the refresh rate of the desired video mode in addition
+ *  to its resolution, see @ref glfwSetWindowMonitor.
+ *
+ *  The window manager may put limits on what sizes are allowed.  GLFW cannot
+ *  and should not override these limits.
+ *
+ *  @param[in] window The window to resize.
+ *  @param[in] width The desired width, in screen coordinates, of the window
+ *  client area.
+ *  @param[in] height The desired height, in screen coordinates, of the window
+ *  client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwGetWindowSize
+ *  @sa glfwSetWindowMonitor
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);
+
+/*! @brief Retrieves the size of the framebuffer of the specified window.
+ *
+ *  This function retrieves the size, in pixels, of the framebuffer of the
+ *  specified window.  If you wish to retrieve the size of the window in screen
+ *  coordinates, see @ref glfwGetWindowSize.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose framebuffer to query.
+ *  @param[out] width Where to store the width, in pixels, of the framebuffer,
+ *  or `NULL`.
+ *  @param[out] height Where to store the height, in pixels, of the framebuffer,
+ *  or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_fbsize
+ *  @sa glfwSetFramebufferSizeCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Retrieves the size of the frame of the window.
+ *
+ *  This function retrieves the size, in screen coordinates, of each edge of the
+ *  frame of the specified window.  This size includes the title bar, if the
+ *  window has one.  The size of the frame may vary depending on the
+ *  [window-related hints](@ref window_hints_wnd) used to create it.
+ *
+ *  Because this function retrieves the size of each window frame edge and not
+ *  the offset along a particular coordinate axis, the retrieved values will
+ *  always be zero or positive.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose frame size to query.
+ *  @param[out] left Where to store the size, in screen coordinates, of the left
+ *  edge of the window frame, or `NULL`.
+ *  @param[out] top Where to store the size, in screen coordinates, of the top
+ *  edge of the window frame, or `NULL`.
+ *  @param[out] right Where to store the size, in screen coordinates, of the
+ *  right edge of the window frame, or `NULL`.
+ *  @param[out] bottom Where to store the size, in screen coordinates, of the
+ *  bottom edge of the window frame, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);
+
+/*! @brief Iconifies the specified window.
+ *
+ *  This function iconifies (minimizes) the specified window if it was
+ *  previously restored.  If the window is already iconified, this function does
+ *  nothing.
+ *
+ *  If the specified window is a full screen window, the original monitor
+ *  resolution is restored until the window is restored.
+ *
+ *  @param[in] window The window to iconify.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwRestoreWindow
+ *  @sa glfwMaximizeWindow
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
+
+/*! @brief Restores the specified window.
+ *
+ *  This function restores the specified window if it was previously iconified
+ *  (minimized) or maximized.  If the window is already restored, this function
+ *  does nothing.
+ *
+ *  If the specified window is a full screen window, the resolution chosen for
+ *  the window is restored on the selected monitor.
+ *
+ *  @param[in] window The window to restore.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwIconifyWindow
+ *  @sa glfwMaximizeWindow
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
+
+/*! @brief Maximizes the specified window.
+ *
+ *  This function maximizes the specified window if it was previously not
+ *  maximized.  If the window is already maximized, this function does nothing.
+ *
+ *  If the specified window is a full screen window, this function does nothing.
+ *
+ *  @param[in] window The window to maximize.
+ *
+ *  @par Thread Safety
+ *  This function may only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwIconifyWindow
+ *  @sa glfwRestoreWindow
+ *
+ *  @since Added in GLFW 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
+
+/*! @brief Makes the specified window visible.
+ *
+ *  This function makes the specified window visible if it was previously
+ *  hidden.  If the window is already visible or is in full screen mode, this
+ *  function does nothing.
+ *
+ *  @param[in] window The window to make visible.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hide
+ *  @sa glfwHideWindow
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwShowWindow(GLFWwindow* window);
+
+/*! @brief Hides the specified window.
+ *
+ *  This function hides the specified window if it was previously visible.  If
+ *  the window is already hidden or is in full screen mode, this function does
+ *  nothing.
+ *
+ *  @param[in] window The window to hide.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hide
+ *  @sa glfwShowWindow
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwHideWindow(GLFWwindow* window);
+
+/*! @brief Brings the specified window to front and sets input focus.
+ *
+ *  This function brings the specified window to front and sets input focus.
+ *  The window should already be visible and not iconified.
+ *
+ *  By default, both windowed and full screen mode windows are focused when
+ *  initially created.  Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable
+ *  this behavior.
+ *
+ *  __Do not use this function__ to steal focus from other applications unless
+ *  you are certain that is what the user wants.  Focus stealing can be
+ *  extremely disruptive.
+ *
+ *  @param[in] window The window to give input focus.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_focus
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwFocusWindow(GLFWwindow* window);
+
+/*! @brief Returns the monitor that the window uses for full screen mode.
+ *
+ *  This function returns the handle of the monitor that the specified window is
+ *  in full screen on.
+ *
+ *  @param[in] window The window to query.
+ *  @return The monitor, or `NULL` if the window is in windowed mode or an error
+ *  occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_monitor
+ *  @sa glfwSetWindowMonitor
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
+
+/*! @brief Sets the mode, monitor, video mode and placement of a window.
+ *
+ *  This function sets the monitor that the window uses for full screen mode or,
+ *  if the monitor is `NULL`, makes it windowed mode.
+ *
+ *  When setting a monitor, this function updates the width, height and refresh
+ *  rate of the desired video mode and switches to the video mode closest to it.
+ *  The window position is ignored when setting a monitor.
+ *
+ *  When the monitor is `NULL`, the position, width and height are used to
+ *  place the window client area.  The refresh rate is ignored when no monitor
+ *  is specified.
+ *
+ *  If you only wish to update the resolution of a full screen window or the
+ *  size of a windowed mode window, see @ref glfwSetWindowSize.
+ *
+ *  When a window transitions from full screen to windowed mode, this function
+ *  restores any previous window settings such as whether it is decorated,
+ *  floating, resizable, has size or aspect ratio limits, etc..
+ *
+ *  @param[in] window The window whose monitor, size or video mode to set.
+ *  @param[in] monitor The desired monitor, or `NULL` to set windowed mode.
+ *  @param[in] xpos The desired x-coordinate of the upper-left corner of the
+ *  client area.
+ *  @param[in] ypos The desired y-coordinate of the upper-left corner of the
+ *  client area.
+ *  @param[in] width The desired with, in screen coordinates, of the client area
+ *  or video mode.
+ *  @param[in] height The desired height, in screen coordinates, of the client
+ *  area or video mode.
+ *  @param[in] refreshRate The desired refresh rate, in Hz, of the video mode.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_monitor
+ *  @sa @ref window_full_screen
+ *  @sa glfwGetWindowMonitor
+ *  @sa glfwSetWindowSize
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
+
+/*! @brief Returns an attribute of the specified window.
+ *
+ *  This function returns the value of an attribute of the specified window or
+ *  its OpenGL or OpenGL ES context.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] attrib The [window attribute](@ref window_attribs) whose value to
+ *  return.
+ *  @return The value of the attribute, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark Framebuffer related hints are not window attributes.  See @ref
+ *  window_attribs_fb for more information.
+ *
+ *  @remark Zero is a valid value for many window and context related
+ *  attributes so you cannot use a return value of zero as an indication of
+ *  errors.  However, this function should not fail as long as it is passed
+ *  valid arguments and the library has been [initialized](@ref intro_init).
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_attribs
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetWindowParam` and
+ *  `glfwGetGLVersion`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
+
+/*! @brief Sets the user pointer of the specified window.
+ *
+ *  This function sets the user-defined pointer of the specified window.  The
+ *  current value is retained until the window is destroyed.  The initial value
+ *  is `NULL`.
+ *
+ *  @param[in] window The window whose pointer to set.
+ *  @param[in] pointer The new value.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_userptr
+ *  @sa glfwGetWindowUserPointer
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
+
+/*! @brief Returns the user pointer of the specified window.
+ *
+ *  This function returns the current value of the user-defined pointer of the
+ *  specified window.  The initial value is `NULL`.
+ *
+ *  @param[in] window The window whose pointer to return.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_userptr
+ *  @sa glfwSetWindowUserPointer
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
+
+/*! @brief Sets the position callback for the specified window.
+ *
+ *  This function sets the position callback of the specified window, which is
+ *  called when the window is moved.  The callback is provided with the screen
+ *  position of the upper-left corner of the client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun);
+
+/*! @brief Sets the size callback for the specified window.
+ *
+ *  This function sets the size callback of the specified window, which is
+ *  called when the window is resized.  The callback is provided with the size,
+ *  in screen coordinates, of the client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun);
+
+/*! @brief Sets the close callback for the specified window.
+ *
+ *  This function sets the close callback of the specified window, which is
+ *  called when the user attempts to close the window, for example by clicking
+ *  the close widget in the title bar.
+ *
+ *  The close flag is set before this callback is called, but you can modify it
+ *  at any time with @ref glfwSetWindowShouldClose.
+ *
+ *  The close callback is not triggered by @ref glfwDestroyWindow.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @remark @osx Selecting Quit from the application menu will trigger the close
+ *  callback for all windows.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun);
+
+/*! @brief Sets the refresh callback for the specified window.
+ *
+ *  This function sets the refresh callback of the specified window, which is
+ *  called when the client area of the window needs to be redrawn, for example
+ *  if the window has been exposed after having been covered by another window.
+ *
+ *  On compositing window systems such as Aero, Compiz or Aqua, where the window
+ *  contents are saved off-screen, this callback may be called only very
+ *  infrequently or never at all.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_refresh
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun);
+
+/*! @brief Sets the focus callback for the specified window.
+ *
+ *  This function sets the focus callback of the specified window, which is
+ *  called when the window gains or loses input focus.
+ *
+ *  After the focus callback is called for a window that lost input focus,
+ *  synthetic key and mouse button release events will be generated for all such
+ *  that had been pressed.  For more information, see @ref glfwSetKeyCallback
+ *  and @ref glfwSetMouseButtonCallback.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_focus
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun);
+
+/*! @brief Sets the iconify callback for the specified window.
+ *
+ *  This function sets the iconification callback of the specified window, which
+ *  is called when the window is iconified or restored.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun);
+
+/*! @brief Sets the framebuffer resize callback for the specified window.
+ *
+ *  This function sets the framebuffer resize callback of the specified window,
+ *  which is called when the framebuffer of the specified window is resized.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_fbsize
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun);
+
+/*! @brief Processes all pending events.
+ *
+ *  This function processes only those events that are already in the event
+ *  queue and then returns immediately.  Processing events will cause the window
+ *  and input callbacks associated with those events to be called.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain events are sent directly to the application
+ *  without going through the event queue, causing callbacks to be called
+ *  outside of a call to one of the event processing functions.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwWaitEvents
+ *  @sa glfwWaitEventsTimeout
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwPollEvents(void);
+
+/*! @brief Waits until events are queued and processes them.
+ *
+ *  This function puts the calling thread to sleep until at least one event is
+ *  available in the event queue.  Once one or more events are available,
+ *  it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
+ *  are processed and the function then returns immediately.  Processing events
+ *  will cause the window and input callbacks associated with those events to be
+ *  called.
+ *
+ *  Since not all events are associated with callbacks, this function may return
+ *  without a callback having been called even if you are monitoring all
+ *  callbacks.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain callbacks may be called outside of a call to one
+ *  of the event processing functions.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwPollEvents
+ *  @sa glfwWaitEventsTimeout
+ *
+ *  @since Added in version 2.5.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWaitEvents(void);
+
+/*! @brief Waits with timeout until events are queued and processes them.
+ *
+ *  This function puts the calling thread to sleep until at least one event is
+ *  available in the event queue, or until the specified timeout is reached.  If
+ *  one or more events are available, it behaves exactly like @ref
+ *  glfwPollEvents, i.e. the events in the queue are processed and the function
+ *  then returns immediately.  Processing events will cause the window and input
+ *  callbacks associated with those events to be called.
+ *
+ *  The timeout value must be a positive finite number.
+ *
+ *  Since not all events are associated with callbacks, this function may return
+ *  without a callback having been called even if you are monitoring all
+ *  callbacks.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain callbacks may be called outside of a call to one
+ *  of the event processing functions.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @param[in] timeout The maximum amount of time, in seconds, to wait.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwPollEvents
+ *  @sa glfwWaitEvents
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWaitEventsTimeout(double timeout);
+
+/*! @brief Posts an empty event to the event queue.
+ *
+ *  This function posts an empty event from the current thread to the event
+ *  queue, causing @ref glfwWaitEvents to return.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwWaitEvents
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwPostEmptyEvent(void);
+
+/*! @brief Returns the value of an input option for the specified window.
+ *
+ *  This function returns the value of an input option for the specified window.
+ *  The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa glfwSetInputMode
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
+
+/*! @brief Sets an input option for the specified window.
+ *
+ *  This function sets an input mode option for the specified window.  The mode
+ *  must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
+ *  modes:
+ *  - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
+ *  - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client
+ *    area of the window but does not restrict the cursor from leaving.
+ *  - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
+ *    and unlimited cursor movement.  This is useful for implementing for
+ *    example 3D camera controls.
+ *
+ *  If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
+ *  enable sticky keys, or `GLFW_FALSE` to disable it.  If sticky keys are
+ *  enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
+ *  the next time it is called even if the key had been released before the
+ *  call.  This is useful when you are only interested in whether keys have been
+ *  pressed but not when or in which order.
+ *
+ *  If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
+ *  `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
+ *  If sticky mouse buttons are enabled, a mouse button press will ensure that
+ *  @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
+ *  if the mouse button had been released before the call.  This is useful when
+ *  you are only interested in whether mouse buttons have been pressed but not
+ *  when or in which order.
+ *
+ *  @param[in] window The window whose input mode to set.
+ *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *  @param[in] value The new value of the specified input mode.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa glfwGetInputMode
+ *
+ *  @since Added in version 3.0.  Replaces `glfwEnable` and `glfwDisable`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
+
+/*! @brief Returns the localized name of the specified printable key.
+ *
+ *  This function returns the localized name of the specified printable key.
+ *  This is intended for displaying key bindings to the user.
+ *
+ *  If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise
+ *  the scancode is ignored.  If a non-printable key or (if the key is
+ *  `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is
+ *  specified, this function returns `NULL`.          
+ *
+ *  This behavior allows you to pass in the arguments passed to the
+ *  [key callback](@ref input_key) without modification.
+ *
+ *  The printable keys are:
+ *  - `GLFW_KEY_APOSTROPHE`
+ *  - `GLFW_KEY_COMMA`
+ *  - `GLFW_KEY_MINUS`
+ *  - `GLFW_KEY_PERIOD`
+ *  - `GLFW_KEY_SLASH`
+ *  - `GLFW_KEY_SEMICOLON`
+ *  - `GLFW_KEY_EQUAL`
+ *  - `GLFW_KEY_LEFT_BRACKET`
+ *  - `GLFW_KEY_RIGHT_BRACKET`
+ *  - `GLFW_KEY_BACKSLASH`
+ *  - `GLFW_KEY_WORLD_1`
+ *  - `GLFW_KEY_WORLD_2`
+ *  - `GLFW_KEY_0` to `GLFW_KEY_9`
+ *  - `GLFW_KEY_A` to `GLFW_KEY_Z`
+ *  - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
+ *  - `GLFW_KEY_KP_DECIMAL`
+ *  - `GLFW_KEY_KP_DIVIDE`
+ *  - `GLFW_KEY_KP_MULTIPLY`
+ *  - `GLFW_KEY_KP_SUBTRACT`
+ *  - `GLFW_KEY_KP_ADD`
+ *  - `GLFW_KEY_KP_EQUAL`
+ *
+ *  @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
+ *  @param[in] scancode The scancode of the key to query.
+ *  @return The localized name of the key, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the next call to @ref
+ *  glfwGetKeyName, or until the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key_name
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetKeyName(int key, int scancode);
+
+/*! @brief Returns the last reported state of a keyboard key for the specified
+ *  window.
+ *
+ *  This function returns the last state reported for the specified key to the
+ *  specified window.  The returned state is one of `GLFW_PRESS` or
+ *  `GLFW_RELEASE`.  The higher-level action `GLFW_REPEAT` is only reported to
+ *  the key callback.
+ *
+ *  If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns
+ *  `GLFW_PRESS` the first time you call it for a key that was pressed, even if
+ *  that key has already been released.
+ *
+ *  The key functions deal with physical keys, with [key tokens](@ref keys)
+ *  named after their use on the standard US keyboard layout.  If you want to
+ *  input text, use the Unicode character callback instead.
+ *
+ *  The [modifier key bit masks](@ref mods) are not key tokens and cannot be
+ *  used with this function.
+ *
+ *  __Do not use this function__ to implement [text input](@ref input_char).
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] key The desired [keyboard key](@ref keys).  `GLFW_KEY_UNKNOWN` is
+ *  not a valid key for this function.
+ *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
+
+/*! @brief Returns the last reported state of a mouse button for the specified
+ *  window.
+ *
+ *  This function returns the last state reported for the specified mouse button
+ *  to the specified window.  The returned state is one of `GLFW_PRESS` or
+ *  `GLFW_RELEASE`.
+ *
+ *  If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function
+ *  `GLFW_PRESS` the first time you call it for a mouse button that was pressed,
+ *  even if that mouse button has already been released.
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] button The desired [mouse button](@ref buttons).
+ *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_mouse_button
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
+
+/*! @brief Retrieves the position of the cursor relative to the client area of
+ *  the window.
+ *
+ *  This function returns the position of the cursor, in screen coordinates,
+ *  relative to the upper-left corner of the client area of the specified
+ *  window.
+ *
+ *  If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
+ *  position is unbounded and limited only by the minimum and maximum values of
+ *  a `double`.
+ *
+ *  The coordinate can be converted to their integer equivalents with the
+ *  `floor` function.  Casting directly to an integer type works for positive
+ *  coordinates, but fails for negative ones.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] window The desired window.
+ *  @param[out] xpos Where to store the cursor x-coordinate, relative to the
+ *  left edge of the client area, or `NULL`.
+ *  @param[out] ypos Where to store the cursor y-coordinate, relative to the to
+ *  top edge of the client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwSetCursorPos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetMousePos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
+
+/*! @brief Sets the position of the cursor, relative to the client area of the
+ *  window.
+ *
+ *  This function sets the position, in screen coordinates, of the cursor
+ *  relative to the upper-left corner of the client area of the specified
+ *  window.  The window must have input focus.  If the window does not have
+ *  input focus when this function is called, it fails silently.
+ *
+ *  __Do not use this function__ to implement things like camera controls.  GLFW
+ *  already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
+ *  cursor, transparently re-centers it and provides unconstrained cursor
+ *  motion.  See @ref glfwSetInputMode for more information.
+ *
+ *  If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
+ *  unconstrained and limited only by the minimum and maximum values of
+ *  a `double`.
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] xpos The desired x-coordinate, relative to the left edge of the
+ *  client area.
+ *  @param[in] ypos The desired y-coordinate, relative to the top edge of the
+ *  client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ *  the window focus event to arrive.  This means you may not be able to set the
+ *  cursor position directly after window creation.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwGetCursorPos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMousePos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
+
+/*! @brief Creates a custom cursor.
+ *
+ *  Creates a new custom cursor image that can be set for a window with @ref
+ *  glfwSetCursor.  The cursor can be destroyed with @ref glfwDestroyCursor.
+ *  Any remaining cursors are destroyed by @ref glfwTerminate.
+ *
+ *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
+ *  bits per channel.  They are arranged canonically as packed sequential rows,
+ *  starting from the top-left corner.
+ *
+ *  The cursor hotspot is specified in pixels, relative to the upper-left corner
+ *  of the cursor image.  Like all other coordinate systems in GLFW, the X-axis
+ *  points to the right and the Y-axis points down.
+ *
+ *  @param[in] image The desired cursor image.
+ *  @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
+ *  @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
+ *  @return The handle of the created cursor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified image data is copied before this function
+ *  returns.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwDestroyCursor
+ *  @sa glfwCreateStandardCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
+
+/*! @brief Creates a cursor with a standard shape.
+ *
+ *  Returns a cursor with a [standard shape](@ref shapes), that can be set for
+ *  a window with @ref glfwSetCursor.
+ *
+ *  @param[in] shape One of the [standard shapes](@ref shapes).
+ *  @return A new cursor ready to use or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwCreateCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
+
+/*! @brief Destroys a cursor.
+ *
+ *  This function destroys a cursor previously created with @ref
+ *  glfwCreateCursor.  Any remaining cursors will be destroyed by @ref
+ *  glfwTerminate.
+ *
+ *  @param[in] cursor The cursor object to destroy.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwCreateCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
+
+/*! @brief Sets the cursor for the window.
+ *
+ *  This function sets the cursor image to be used when the cursor is over the
+ *  client area of the specified window.  The set cursor will only be visible
+ *  when the [cursor mode](@ref cursor_mode) of the window is
+ *  `GLFW_CURSOR_NORMAL`.
+ *
+ *  On some platforms, the set cursor may not be visible unless the window also
+ *  has input focus.
+ *
+ *  @param[in] window The window to set the cursor for.
+ *  @param[in] cursor The cursor to set, or `NULL` to switch back to the default
+ *  arrow cursor.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
+
+/*! @brief Sets the key callback.
+ *
+ *  This function sets the key callback of the specified window, which is called
+ *  when a key is pressed, repeated or released.
+ *
+ *  The key functions deal with physical keys, with layout independent
+ *  [key tokens](@ref keys) named after their values in the standard US keyboard
+ *  layout.  If you want to input text, use the
+ *  [character callback](@ref glfwSetCharCallback) instead.
+ *
+ *  When a window loses input focus, it will generate synthetic key release
+ *  events for all pressed keys.  You can tell these events from user-generated
+ *  events by the fact that the synthetic ones are generated after the focus
+ *  loss event has been processed, i.e. after the
+ *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ *  The scancode of a key is specific to that platform or sometimes even to that
+ *  machine.  Scancodes are intended to allow users to bind keys that don't have
+ *  a GLFW key token.  Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
+ *  state is not saved and so it cannot be queried with @ref glfwGetKey.
+ *
+ *  Sometimes GLFW needs to generate synthetic key events, in which case the
+ *  scancode may be zero.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new key callback, or `NULL` to remove the currently
+ *  set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
+
+/*! @brief Sets the Unicode character callback.
+ *
+ *  This function sets the character callback of the specified window, which is
+ *  called when a Unicode character is input.
+ *
+ *  The character callback is intended for Unicode text input.  As it deals with
+ *  characters, it is keyboard layout dependent, whereas the
+ *  [key callback](@ref glfwSetKeyCallback) is not.  Characters do not map 1:1
+ *  to physical keys, as a key may produce zero, one or more characters.  If you
+ *  want to know whether a specific physical key was pressed or released, see
+ *  the key callback instead.
+ *
+ *  The character callback behaves as system text input normally does and will
+ *  not be called if modifier keys are held down that would prevent normal text
+ *  input on that platform, for example a Super (Command) key on OS X or Alt key
+ *  on Windows.  There is a
+ *  [character with modifiers callback](@ref glfwSetCharModsCallback) that
+ *  receives these events.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_char
+ *
+ *  @since Added in version 2.4.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun);
+
+/*! @brief Sets the Unicode character with modifiers callback.
+ *
+ *  This function sets the character with modifiers callback of the specified
+ *  window, which is called when a Unicode character is input regardless of what
+ *  modifier keys are used.
+ *
+ *  The character with modifiers callback is intended for implementing custom
+ *  Unicode character input.  For regular Unicode text input, see the
+ *  [character callback](@ref glfwSetCharCallback).  Like the character
+ *  callback, the character with modifiers callback deals with characters and is
+ *  keyboard layout dependent.  Characters do not map 1:1 to physical keys, as
+ *  a key may produce zero, one or more characters.  If you want to know whether
+ *  a specific physical key was pressed or released, see the
+ *  [key callback](@ref glfwSetKeyCallback) instead.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or an
+ *  error occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_char
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun);
+
+/*! @brief Sets the mouse button callback.
+ *
+ *  This function sets the mouse button callback of the specified window, which
+ *  is called when a mouse button is pressed or released.
+ *
+ *  When a window loses input focus, it will generate synthetic mouse button
+ *  release events for all pressed mouse buttons.  You can tell these events
+ *  from user-generated events by the fact that the synthetic ones are generated
+ *  after the focus loss event has been processed, i.e. after the
+ *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_mouse_button
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun);
+
+/*! @brief Sets the cursor position callback.
+ *
+ *  This function sets the cursor position callback of the specified window,
+ *  which is called when the cursor is moved.  The callback is provided with the
+ *  position, in screen coordinates, relative to the upper-left corner of the
+ *  client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMousePosCallback`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun);
+
+/*! @brief Sets the cursor enter/exit callback.
+ *
+ *  This function sets the cursor boundary crossing callback of the specified
+ *  window, which is called when the cursor enters or leaves the client area of
+ *  the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_enter
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun);
+
+/*! @brief Sets the scroll callback.
+ *
+ *  This function sets the scroll callback of the specified window, which is
+ *  called when a scrolling device is used, such as a mouse wheel or scrolling
+ *  area of a touchpad.
+ *
+ *  The scroll callback receives all scrolling input, like that from a mouse
+ *  wheel or a touchpad scrolling area.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new scroll callback, or `NULL` to remove the currently
+ *  set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref scrolling
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMouseWheelCallback`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun);
+
+/*! @brief Sets the file drop callback.
+ *
+ *  This function sets the file drop callback of the specified window, which is
+ *  called when one or more dragged files are dropped on the window.
+ *
+ *  Because the path array and its strings may have been generated specifically
+ *  for that event, they are not guaranteed to be valid after the callback has
+ *  returned.  If you wish to use them after the callback returns, you need to
+ *  make a deep copy.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new file drop callback, or `NULL` to remove the
+ *  currently set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref path_drop
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
+
+/*! @brief Returns whether the specified joystick is present.
+ *
+ *  This function returns whether the specified joystick is present.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetJoystickParam`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwJoystickPresent(int joy);
+
+/*! @brief Returns the values of all axes of the specified joystick.
+ *
+ *  This function returns the values of all axes of the specified joystick.
+ *  Each element in the array is a value between -1.0 and 1.0.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @param[out] count Where to store the number of axis values in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of axis values, or `NULL` if the joystick is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_axis
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetJoystickPos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count);
+
+/*! @brief Returns the state of all buttons of the specified joystick.
+ *
+ *  This function returns the state of all buttons of the specified joystick.
+ *  Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @param[out] count Where to store the number of button states in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of button states, or `NULL` if the joystick is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_button
+ *
+ *  @since Added in version 2.2.
+ *  @glfw3 Changed to return a dynamic array.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count);
+
+/*! @brief Returns the name of the specified joystick.
+ *
+ *  This function returns the name, encoded as UTF-8, of the specified joystick.
+ *  The returned string is allocated and freed by GLFW.  You should not free it
+ *  yourself.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
+ *  is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_name
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetJoystickName(int joy);
+
+/*! @brief Sets the joystick configuration callback.
+ *
+ *  This function sets the joystick configuration callback, or removes the
+ *  currently set callback.  This is called when a joystick is connected to or
+ *  disconnected from the system.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_event
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun);
+
+/*! @brief Sets the clipboard to the specified string.
+ *
+ *  This function sets the system clipboard to the specified, UTF-8 encoded
+ *  string.
+ *
+ *  @param[in] window The window that will own the clipboard contents.
+ *  @param[in] string A UTF-8 encoded string.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified string is copied before this function
+ *  returns.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref clipboard
+ *  @sa glfwGetClipboardString
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
+
+/*! @brief Returns the contents of the clipboard as a string.
+ *
+ *  This function returns the contents of the system clipboard, if it contains
+ *  or is convertible to a UTF-8 encoded string.  If the clipboard is empty or
+ *  if its contents cannot be converted, `NULL` is returned and a @ref
+ *  GLFW_FORMAT_UNAVAILABLE error is generated.
+ *
+ *  @param[in] window The window that will request the clipboard contents.
+ *  @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`
+ *  if an [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the next call to @ref
+ *  glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref clipboard
+ *  @sa glfwSetClipboardString
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
+
+/*! @brief Returns the value of the GLFW timer.
+ *
+ *  This function returns the value of the GLFW timer.  Unless the timer has
+ *  been set using @ref glfwSetTime, the timer measures time elapsed since GLFW
+ *  was initialized.
+ *
+ *  The resolution of the timer is system dependent, but is usually on the order
+ *  of a few micro- or nanoseconds.  It uses the highest-resolution monotonic
+ *  time source on each supported platform.
+ *
+ *  @return The current value, in seconds, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Reading of the
+ *  internal timer offset is not atomic.
+ *
+ *  @sa @ref time
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI double glfwGetTime(void);
+
+/*! @brief Sets the GLFW timer.
+ *
+ *  This function sets the value of the GLFW timer.  It then continues to count
+ *  up from that value.  The value must be a positive finite number less than
+ *  or equal to 18446744073.0, which is approximately 584.5 years.
+ *
+ *  @param[in] time The new value, in seconds.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_VALUE.
+ *
+ *  @remark The upper limit of the timer is calculated as
+ *  floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations
+ *  storing nanoseconds in 64 bits.  The limit may be increased in the future.
+ *
+ *  @thread_safety This function may be called from any thread.  Writing of the
+ *  internal timer offset is not atomic.
+ *
+ *  @sa @ref time
+ *
+ *  @since Added in version 2.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetTime(double time);
+
+/*! @brief Returns the current value of the raw timer.
+ *
+ *  This function returns the current value of the raw timer, measured in
+ *  1&nbsp;/&nbsp;frequency seconds.  To get the frequency, call @ref
+ *  glfwGetTimerFrequency.
+ *
+ *  @return The value of the timer, or zero if an 
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref time
+ *  @sa glfwGetTimerFrequency
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerValue(void);
+
+/*! @brief Returns the frequency, in Hz, of the raw timer.
+ *
+ *  This function returns the frequency, in Hz, of the raw timer.
+ *
+ *  @return The frequency of the timer, in Hz, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref time
+ *  @sa glfwGetTimerValue
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerFrequency(void);
+
+/*! @brief Makes the context of the specified window current for the calling
+ *  thread.
+ *
+ *  This function makes the OpenGL or OpenGL ES context of the specified window
+ *  current on the calling thread.  A context can only be made current on
+ *  a single thread at a time and each thread can have only a single current
+ *  context at a time.
+ *
+ *  By default, making a context non-current implicitly forces a pipeline flush.
+ *  On machines that support `GL_KHR_context_flush_control`, you can control
+ *  whether a context performs this flush by setting the
+ *  [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint.
+ *
+ *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
+ *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ *  error.
+ *
+ *  @param[in] window The window whose context to make current, or `NULL` to
+ *  detach the current context.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_current
+ *  @sa glfwGetCurrentContext
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
+
+/*! @brief Returns the window whose context is current on the calling thread.
+ *
+ *  This function returns the window whose OpenGL or OpenGL ES context is
+ *  current on the calling thread.
+ *
+ *  @return The window whose context is current, or `NULL` if no window's
+ *  context is current.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_current
+ *  @sa glfwMakeContextCurrent
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
+
+/*! @brief Swaps the front and back buffers of the specified window.
+ *
+ *  This function swaps the front and back buffers of the specified window when
+ *  rendering with OpenGL or OpenGL ES.  If the swap interval is greater than
+ *  zero, the GPU driver waits the specified number of screen updates before
+ *  swapping the buffers.
+ *
+ *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
+ *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ *  error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see `vkQueuePresentKHR` instead.
+ *
+ *  @param[in] window The window whose buffers to swap.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark __EGL:__ The context of the specified window must be current on the
+ *  calling thread.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref buffer_swap
+ *  @sa glfwSwapInterval
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
+
+/*! @brief Sets the swap interval for the current context.
+ *
+ *  This function sets the swap interval for the current OpenGL or OpenGL ES
+ *  context, i.e. the number of screen updates to wait from the time @ref
+ *  glfwSwapBuffers was called before swapping the buffers and returning.  This
+ *  is sometimes called _vertical synchronization_, _vertical retrace
+ *  synchronization_ or just _vsync_.
+ *
+ *  Contexts that support either of the `WGL_EXT_swap_control_tear` and
+ *  `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals,
+ *  which allow the driver to swap even if a frame arrives a little bit late.
+ *  You can check for the presence of these extensions using @ref
+ *  glfwExtensionSupported.  For more information about swap tearing, see the
+ *  extension specifications.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see the present mode of your swapchain instead.
+ *
+ *  @param[in] interval The minimum number of screen updates to wait for
+ *  until the buffers are swapped by @ref glfwSwapBuffers.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark This function is not called during context creation, leaving the
+ *  swap interval set to whatever is the default on that platform.  This is done
+ *  because some swap interval extensions used by GLFW do not allow the swap
+ *  interval to be reset to zero once it has been set to a non-zero value.
+ *
+ *  @remark Some GPU drivers do not honor the requested swap interval, either
+ *  because of a user setting that overrides the application's request or due to
+ *  bugs in the driver.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref buffer_swap
+ *  @sa glfwSwapBuffers
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI void glfwSwapInterval(int interval);
+
+/*! @brief Returns whether the specified extension is available.
+ *
+ *  This function returns whether the specified
+ *  [API extension](@ref context_glext) is supported by the current OpenGL or
+ *  OpenGL ES context.  It searches both for client API extension and context
+ *  creation API extensions.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  As this functions retrieves and searches one or more extension strings each
+ *  call, it is recommended that you cache its results if it is going to be used
+ *  frequently.  The extension strings will not change during the lifetime of
+ *  a context, so there is no danger in doing this.
+ *
+ *  This function does not apply to Vulkan.  If you are using Vulkan, see @ref
+ *  glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
+ *  and `vkEnumerateDeviceExtensionProperties` instead.
+ *
+ *  @param[in] extension The ASCII encoded name of the extension.
+ *  @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
+ *  otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwGetProcAddress
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI int glfwExtensionSupported(const char* extension);
+
+/*! @brief Returns the address of the specified function for the current
+ *  context.
+ *
+ *  This function returns the address of the specified OpenGL or OpenGL ES
+ *  [core or extension function](@ref context_glext), if it is supported
+ *  by the current context.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
+ *  `vkGetDeviceProcAddr` instead.
+ *
+ *  @param[in] procname The ASCII encoded name of the function.
+ *  @return The address of the function, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark The address of a given function is not guaranteed to be the same
+ *  between contexts.
+ *
+ *  @remark This function may return a non-`NULL` address despite the
+ *  associated version or extension not being available.  Always check the
+ *  context version or extension string first.
+ *
+ *  @pointer_lifetime The returned function pointer is valid until the context
+ *  is destroyed or the library is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwExtensionSupported
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
+
+/*! @brief Returns whether the Vulkan loader has been found.
+ *
+ *  This function returns whether the Vulkan loader has been found.  This check
+ *  is performed by @ref glfwInit.
+ *
+ *  The availability of a Vulkan loader does not by itself guarantee that window
+ *  surface creation or even device creation is possible.  Call @ref
+ *  glfwGetRequiredInstanceExtensions to check whether the extensions necessary
+ *  for Vulkan surface creation are available and @ref
+ *  glfwGetPhysicalDevicePresentationSupport to check whether a queue family of
+ *  a physical device supports image presentation.
+ *
+ *  @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_support
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI int glfwVulkanSupported(void);
+
+/*! @brief Returns the Vulkan instance extensions required by GLFW.
+ *
+ *  This function returns an array of names of Vulkan instance extensions required
+ *  by GLFW for creating Vulkan surfaces for GLFW windows.  If successful, the
+ *  list will always contains `VK_KHR_surface`, so if you don't require any
+ *  additional extensions you can pass this list directly to the
+ *  `VkInstanceCreateInfo` struct.
+ *
+ *  If Vulkan is not available on the machine, this function returns `NULL` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available.
+ *
+ *  If Vulkan is available but no set of extensions allowing window surface
+ *  creation was found, this function returns `NULL`.  You may still use Vulkan
+ *  for off-screen rendering and compute work.
+ *
+ *  @param[out] count Where to store the number of extensions in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of ASCII encoded extension names, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_API_UNAVAILABLE.
+ *
+ *  @remarks Additional extensions may be required by future versions of GLFW.
+ *  You should check if any extensions you wish to enable are already in the
+ *  returned array, as it is an error to specify an extension more than once in
+ *  the `VkInstanceCreateInfo` struct.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is guaranteed to be valid only until the
+ *  library is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_ext
+ *  @sa glfwCreateWindowSurface
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
+
+#if defined(VK_VERSION_1_0)
+
+/*! @brief Returns the address of the specified Vulkan instance function.
+ *
+ *  This function returns the address of the specified Vulkan core or extension
+ *  function for the specified instance.  If instance is set to `NULL` it can
+ *  return any function exported from the Vulkan loader, including at least the
+ *  following functions:
+ *
+ *  - `vkEnumerateInstanceExtensionProperties`
+ *  - `vkEnumerateInstanceLayerProperties`
+ *  - `vkCreateInstance`
+ *  - `vkGetInstanceProcAddr`
+ *
+ *  If Vulkan is not available on the machine, this function returns `NULL` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available.
+ *
+ *  This function is equivalent to calling `vkGetInstanceProcAddr` with
+ *  a platform-specific query of the Vulkan loader as a fallback.
+ *
+ *  @param[in] instance The Vulkan instance to query, or `NULL` to retrieve
+ *  functions related to instance creation.
+ *  @param[in] procname The ASCII encoded name of the function.
+ *  @return The address of the function, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_API_UNAVAILABLE.
+ *
+ *  @pointer_lifetime The returned function pointer is valid until the library
+ *  is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_proc
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
+
+/*! @brief Returns whether the specified queue family can present images.
+ *
+ *  This function returns whether the specified queue family of the specified
+ *  physical device supports presentation to the platform GLFW was built for.
+ *
+ *  If Vulkan or the required window surface creation instance extensions are
+ *  not available on the machine, or if the specified instance was not created
+ *  with the required extensions, this function returns `GLFW_FALSE` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available and @ref
+ *  glfwGetRequiredInstanceExtensions to check what instance extensions are
+ *  required.
+ *
+ *  @param[in] instance The instance that the physical device belongs to.
+ *  @param[in] device The physical device that the queue family belongs to.
+ *  @param[in] queuefamily The index of the queue family to query.
+ *  @return `GLFW_TRUE` if the queue family supports presentation, or
+ *  `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.  For
+ *  synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ *  @sa @ref vulkan_present
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
+
+/*! @brief Creates a Vulkan surface for the specified window.
+ *
+ *  This function creates a Vulkan surface for the specified window.
+ *
+ *  If the Vulkan loader was not found at initialization, this function returns
+ *  `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE
+ *  error.  Call @ref glfwVulkanSupported to check whether the Vulkan loader was
+ *  found.
+ *
+ *  If the required window surface creation instance extensions are not
+ *  available or if the specified instance was not created with these extensions
+ *  enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref
+ *  glfwGetRequiredInstanceExtensions to check what instance extensions are
+ *  required.
+ *
+ *  The window surface must be destroyed before the specified Vulkan instance.
+ *  It is the responsibility of the caller to destroy the window surface.  GLFW
+ *  does not destroy it for you.  Call `vkDestroySurfaceKHR` to destroy the
+ *  surface.
+ *
+ *  @param[in] instance The Vulkan instance to create the surface in.
+ *  @param[in] window The window to create the surface for.
+ *  @param[in] allocator The allocator to use, or `NULL` to use the default
+ *  allocator.
+ *  @param[out] surface Where to store the handle of the surface.  This is set
+ *  to `VK_NULL_HANDLE` if an error occurred.
+ *  @return `VK_SUCCESS` if successful, or a Vulkan error code if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remarks If an error occurs before the creation call is made, GLFW returns
+ *  the Vulkan error code most appropriate for the error.  Appropriate use of
+ *  @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should
+ *  eliminate almost all occurrences of these errors.
+ *
+ *  @thread_safety This function may be called from any thread.  For
+ *  synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ *  @sa @ref vulkan_surface
+ *  @sa glfwGetRequiredInstanceExtensions
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
+
+#endif /*VK_VERSION_1_0*/
+
+
+/*************************************************************************
+ * Global definition cleanup
+ *************************************************************************/
+
+/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
+
+#ifdef GLFW_WINGDIAPI_DEFINED
+ #undef WINGDIAPI
+ #undef GLFW_WINGDIAPI_DEFINED
+#endif
+
+#ifdef GLFW_CALLBACK_DEFINED
+ #undef CALLBACK
+ #undef GLFW_CALLBACK_DEFINED
+#endif
+
+/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_h_ */
+
diff --git a/source/imgui/examples/libs/glfw/include/GLFW/glfw3native.h b/source/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
new file mode 100644
index 0000000000000000000000000000000000000000..9fa955e942f886140878abb025a030381068ccb2
--- /dev/null
+++ b/source/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
@@ -0,0 +1,456 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would
+ *    be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ *    be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ *    distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_native_h_
+#define _glfw3_native_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3native.h
+ *  @brief The header of the native access functions.
+ *
+ *  This is the header file of the native access functions.  See @ref native for
+ *  more information.
+ */
+/*! @defgroup native Native access
+ *
+ *  **By using the native access functions you assert that you know what you're
+ *  doing and how to fix problems caused by using them.  If you don't, you
+ *  shouldn't be using them.**
+ *
+ *  Before the inclusion of @ref glfw3native.h, you may define exactly one
+ *  window system API macro and zero or more context creation API macros.
+ *
+ *  The chosen backends must match those the library was compiled for.  Failure
+ *  to do this will cause a link-time error.
+ *
+ *  The available window API macros are:
+ *  * `GLFW_EXPOSE_NATIVE_WIN32`
+ *  * `GLFW_EXPOSE_NATIVE_COCOA`
+ *  * `GLFW_EXPOSE_NATIVE_X11`
+ *  * `GLFW_EXPOSE_NATIVE_WAYLAND`
+ *  * `GLFW_EXPOSE_NATIVE_MIR`
+ *
+ *  The available context API macros are:
+ *  * `GLFW_EXPOSE_NATIVE_WGL`
+ *  * `GLFW_EXPOSE_NATIVE_NSGL`
+ *  * `GLFW_EXPOSE_NATIVE_GLX`
+ *  * `GLFW_EXPOSE_NATIVE_EGL`
+ *
+ *  These macros select which of the native access functions that are declared
+ *  and which platform-specific headers to include.  It is then up your (by
+ *  definition platform-specific) code to handle which of these should be
+ *  defined.
+ */
+
+
+/*************************************************************************
+ * System headers and types
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+ // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
+ // example to allow applications to correctly declare a GL_ARB_debug_output
+ // callback) but windows.h assumes no one will define APIENTRY before it does
+ #undef APIENTRY
+ #include <windows.h>
+#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
+ #include <ApplicationServices/ApplicationServices.h>
+ #if defined(__OBJC__)
+  #import <Cocoa/Cocoa.h>
+ #else
+  typedef void* id;
+ #endif
+#elif defined(GLFW_EXPOSE_NATIVE_X11)
+ #include <X11/Xlib.h>
+ #include <X11/extensions/Xrandr.h>
+#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+ #include <wayland-client.h>
+#elif defined(GLFW_EXPOSE_NATIVE_MIR)
+ #include <mir_toolkit/mir_client_library.h>
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+ /* WGL is declared by windows.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+ /* NSGL is declared by Cocoa.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+ #include <GL/glx.h>
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+ #include <EGL/egl.h>
+#endif
+
+
+/*************************************************************************
+ * Functions
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+/*! @brief Returns the adapter device name of the specified monitor.
+ *
+ *  @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
+ *  of the specified monitor, or `NULL` if an [error](@ref error_handling)
+ *  occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the display device name of the specified monitor.
+ *
+ *  @return The UTF-8 encoded display device name (for example
+ *  `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `HWND` of the specified window.
+ *
+ *  @return The `HWND` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+/*! @brief Returns the `HGLRC` of the specified window.
+ *
+ *  @return The `HGLRC` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_COCOA)
+/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
+ *
+ *  @return The `CGDirectDisplayID` of the specified monitor, or
+ *  `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `NSWindow` of the specified window.
+ *
+ *  @return The `NSWindow` of the specified window, or `nil` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+/*! @brief Returns the `NSOpenGLContext` of the specified window.
+ *
+ *  @return The `NSOpenGLContext` of the specified window, or `nil` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_X11)
+/*! @brief Returns the `Display` used by GLFW.
+ *
+ *  @return The `Display` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI Display* glfwGetX11Display(void);
+
+/*! @brief Returns the `RRCrtc` of the specified monitor.
+ *
+ *  @return The `RRCrtc` of the specified monitor, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the `RROutput` of the specified monitor.
+ *
+ *  @return The `RROutput` of the specified monitor, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `Window` of the specified window.
+ *
+ *  @return The `Window` of the specified window, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+/*! @brief Returns the `GLXContext` of the specified window.
+ *
+ *  @return The `GLXContext` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
+
+/*! @brief Returns the `GLXWindow` of the specified window.
+ *
+ *  @return The `GLXWindow` of the specified window, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+/*! @brief Returns the `struct wl_display*` used by GLFW.
+ *
+ *  @return The `struct wl_display*` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
+
+/*! @brief Returns the `struct wl_output*` of the specified monitor.
+ *
+ *  @return The `struct wl_output*` of the specified monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the main `struct wl_surface*` of the specified window.
+ *
+ *  @return The main `struct wl_surface*` of the specified window, or `NULL` if
+ *  an [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_MIR)
+/*! @brief Returns the `MirConnection*` used by GLFW.
+ *
+ *  @return The `MirConnection*` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI MirConnection* glfwGetMirDisplay(void);
+
+/*! @brief Returns the Mir output ID of the specified monitor.
+ *
+ *  @return The Mir output ID of the specified monitor, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `MirSurface*` of the specified window.
+ *
+ *  @return The `MirSurface*` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+/*! @brief Returns the `EGLDisplay` used by GLFW.
+ *
+ *  @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
+
+/*! @brief Returns the `EGLContext` of the specified window.
+ *
+ *  @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
+
+/*! @brief Returns the `EGLSurface` of the specified window.
+ *
+ *  @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_native_h_ */
+
diff --git a/source/imgui/examples/libs/usynergy/README.txt b/source/imgui/examples/libs/usynergy/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..c86b90965bee9dce6189c02c0a8a01b008720ed7
--- /dev/null
+++ b/source/imgui/examples/libs/usynergy/README.txt
@@ -0,0 +1,8 @@
+
+uSynergy client -- Implementation for the embedded Synergy client library
+version 1.0.0, July 7th, 2012
+Copyright (c) 2012 Alex Evans
+
+This is a copy of the files once found at:
+  https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro
+
diff --git a/source/imgui/examples/libs/usynergy/uSynergy.c b/source/imgui/examples/libs/usynergy/uSynergy.c
new file mode 100644
index 0000000000000000000000000000000000000000..a8d01da415e577b5690388d0fe6d9ccff4321137
--- /dev/null
+++ b/source/imgui/examples/libs/usynergy/uSynergy.c
@@ -0,0 +1,636 @@
+/*
+uSynergy client -- Implementation for the embedded Synergy client library
+  version 1.0.0, July 7th, 2012
+
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+   1. The origin of this software must not be misrepresented; you must not
+   claim that you wrote the original software. If you use this software
+   in a product, an acknowledgment in the product documentation would be
+   appreciated but is not required.
+
+   2. Altered source versions must be plainly marked as such, and must not be
+   misrepresented as being the original software.
+
+   3. This notice may not be removed or altered from any source
+   distribution.
+*/
+#include "uSynergy.h"
+#include <stdio.h>
+#include <string.h>
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Internal helpers
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Read 16 bit integer in network byte order and convert to native byte order
+**/
+static int16_t sNetToNative16(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+	return value[1] | (value[0] << 8);
+#else
+	return value[0] | (value[1] << 8);
+#endif
+}
+
+
+
+/**
+@brief Read 32 bit integer in network byte order and convert to native byte order
+**/
+static int32_t sNetToNative32(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+	return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24);
+#else
+	return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24);
+#endif
+}
+
+
+
+/**
+@brief Trace text to client
+**/
+static void sTrace(uSynergyContext *context, const char* text)
+{
+	// Don't trace if we don't have a trace function
+	if (context->m_traceFunc != 0L)
+		context->m_traceFunc(context->m_cookie, text);
+}
+
+
+
+/**
+@brief Add string to reply packet
+**/
+static void sAddString(uSynergyContext *context, const char *string)
+{
+	size_t len = strlen(string);
+	memcpy(context->m_replyCur, string, len);
+	context->m_replyCur += len;
+}
+
+
+
+/**
+@brief Add uint8 to reply packet
+**/
+static void sAddUInt8(uSynergyContext *context, uint8_t value)
+{
+	*context->m_replyCur++ = value;
+}
+
+
+
+/**
+@brief Add uint16 to reply packet
+**/
+static void sAddUInt16(uSynergyContext *context, uint16_t value)
+{
+	uint8_t *reply = context->m_replyCur;
+	*reply++ = (uint8_t)(value >> 8);
+	*reply++ = (uint8_t)value;
+	context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Add uint32 to reply packet
+**/
+static void sAddUInt32(uSynergyContext *context, uint32_t value)
+{
+	uint8_t *reply = context->m_replyCur;
+	*reply++ = (uint8_t)(value >> 24);
+	*reply++ = (uint8_t)(value >> 16);
+	*reply++ = (uint8_t)(value >> 8);
+	*reply++ = (uint8_t)value;
+	context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Send reply packet
+**/
+static uSynergyBool sSendReply(uSynergyContext *context)
+{
+	// Set header size
+	uint8_t		*reply_buf	= context->m_replyBuffer;
+	uint32_t	reply_len	= (uint32_t)(context->m_replyCur - reply_buf);				/* Total size of reply */
+	uint32_t	body_len	= reply_len - 4;											/* Size of body */
+	uSynergyBool ret;
+	reply_buf[0] = (uint8_t)(body_len >> 24);
+	reply_buf[1] = (uint8_t)(body_len >> 16);
+	reply_buf[2] = (uint8_t)(body_len >> 8);
+	reply_buf[3] = (uint8_t)body_len;
+
+	// Send reply
+	ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len);
+
+	// Reset reply buffer write pointer
+	context->m_replyCur = context->m_replyBuffer+4;
+	return ret;
+}
+
+
+
+/**
+@brief Call mouse callback after a mouse event
+**/
+static void sSendMouseCallback(uSynergyContext *context)
+{
+	// Skip if no callback is installed
+	if (context->m_mouseCallback == 0L)
+		return;
+
+	// Send callback
+	context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX,
+		context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle);
+}
+
+
+
+/**
+@brief Send keyboard callback when a key has been pressed or released
+**/
+static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
+{
+	// Skip if no callback is installed
+	if (context->m_keyboardCallback == 0L)
+		return;
+
+	// Send callback
+	context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat);
+}
+
+
+
+/**
+@brief Send joystick callback
+**/
+static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum)
+{
+	int8_t *sticks;
+
+	// Skip if no callback is installed
+	if (context->m_joystickCallback == 0L)
+		return;
+
+	// Send callback
+	sticks = context->m_joystickSticks[joyNum];
+	context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]);
+}
+
+
+
+/**
+@brief Parse a single client message, update state, send callbacks and send replies
+**/
+#define USYNERGY_IS_PACKET(pkt_id)	memcmp(message+4, pkt_id, 4)==0
+static void sProcessMessage(uSynergyContext *context, const uint8_t *message)
+{
+	// We have a packet!
+	if (memcmp(message+4, "Synergy", 7)==0)
+	{
+		// Welcome message
+		//		kMsgHello			= "Synergy%2i%2i"
+		//		kMsgHelloBack		= "Synergy%2i%2i%s"
+		sAddString(context, "Synergy");
+		sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR);
+		sAddUInt16(context, USYNERGY_PROTOCOL_MINOR);
+		sAddUInt32(context, (uint32_t)strlen(context->m_clientName));
+		sAddString(context, context->m_clientName);
+		if (!sSendReply(context))
+		{
+			// Send reply failed, let's try to reconnect
+			sTrace(context, "SendReply failed, trying to reconnect in a second");
+			context->m_connected = USYNERGY_FALSE;
+			context->m_sleepFunc(context->m_cookie, 1000);
+		}
+		else
+		{
+			// Let's assume we're connected
+			char buffer[256+1];
+			sprintf(buffer, "Connected as client \"%s\"", context->m_clientName);
+			sTrace(context, buffer);
+			context->m_hasReceivedHello = USYNERGY_TRUE;
+		}
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("QINF"))
+	{
+		// Screen info. Reply with DINF
+		//		kMsgQInfo			= "QINF"
+		//		kMsgDInfo			= "DINF%2i%2i%2i%2i%2i%2i%2i"
+		uint16_t x = 0, y = 0, warp = 0;
+		sAddString(context, "DINF");
+		sAddUInt16(context, x);
+		sAddUInt16(context, y);
+		sAddUInt16(context, context->m_clientWidth);
+		sAddUInt16(context, context->m_clientHeight);
+		sAddUInt16(context, warp);
+		sAddUInt16(context, 0);		// mx?
+		sAddUInt16(context, 0);		// my?
+		sSendReply(context);
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("CIAK"))
+	{
+		// Do nothing?
+		//		kMsgCInfoAck		= "CIAK"
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("CROP"))
+	{
+		// Do nothing?
+		//		kMsgCResetOptions	= "CROP"
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("CINN"))
+	{
+		// Screen enter. Reply with CNOP
+		//		kMsgCEnter 			= "CINN%2i%2i%4i%2i"
+
+		// Obtain the Synergy sequence number
+		context->m_sequenceNumber = sNetToNative32(message + 12);
+		context->m_isCaptured = USYNERGY_TRUE;
+
+		// Call callback
+		if (context->m_screenActiveCallback != 0L)
+			context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE);
+	}
+	else if (USYNERGY_IS_PACKET("COUT"))
+	{
+		// Screen leave
+		//		kMsgCLeave 			= "COUT"
+		context->m_isCaptured = USYNERGY_FALSE;
+
+		// Call callback
+		if (context->m_screenActiveCallback != 0L)
+			context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE);
+	}
+	else if (USYNERGY_IS_PACKET("DMDN"))
+	{
+		// Mouse down
+		//		kMsgDMouseDown		= "DMDN%1i"
+		char btn = message[8]-1;
+		if (btn==2)
+			context->m_mouseButtonRight		= USYNERGY_TRUE;
+		else if (btn==1)
+			context->m_mouseButtonMiddle	= USYNERGY_TRUE;
+		else
+			context->m_mouseButtonLeft		= USYNERGY_TRUE;
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DMUP"))
+	{
+		// Mouse up
+		//		kMsgDMouseUp		= "DMUP%1i"
+		char btn = message[8]-1;
+		if (btn==2)
+			context->m_mouseButtonRight		= USYNERGY_FALSE;
+		else if (btn==1)
+			context->m_mouseButtonMiddle	= USYNERGY_FALSE;
+		else
+			context->m_mouseButtonLeft		= USYNERGY_FALSE;
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DMMV"))
+	{
+		// Mouse move. Reply with CNOP
+		//		kMsgDMouseMove		= "DMMV%2i%2i"
+		context->m_mouseX = sNetToNative16(message+8);
+		context->m_mouseY = sNetToNative16(message+10);
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DMWM"))
+	{
+		// Mouse wheel
+		//		kMsgDMouseWheel		= "DMWM%2i%2i"
+		//		kMsgDMouseWheel1_0	= "DMWM%2i"
+		context->m_mouseWheelX += sNetToNative16(message+8);
+		context->m_mouseWheelY += sNetToNative16(message+10);
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DKDN"))
+	{
+		// Key down
+		//		kMsgDKeyDown		= "DKDN%2i%2i%2i"
+		//		kMsgDKeyDown1_0		= "DKDN%2i%2i"
+		//uint16_t id = sNetToNative16(message+8);
+		uint16_t mod = sNetToNative16(message+10);
+		uint16_t key = sNetToNative16(message+12);
+		sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE);
+	}
+	else if (USYNERGY_IS_PACKET("DKRP"))
+	{
+		// Key repeat
+		//		kMsgDKeyRepeat		= "DKRP%2i%2i%2i%2i"
+		//		kMsgDKeyRepeat1_0	= "DKRP%2i%2i%2i"
+		uint16_t mod = sNetToNative16(message+10);
+//		uint16_t count = sNetToNative16(message+12);
+		uint16_t key = sNetToNative16(message+14);
+		sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE);
+	}
+	else if (USYNERGY_IS_PACKET("DKUP"))
+	{
+		// Key up
+		//		kMsgDKeyUp			= "DKUP%2i%2i%2i"
+		//		kMsgDKeyUp1_0		= "DKUP%2i%2i"
+		//uint16 id=Endian::sNetToNative(sbuf[4]);
+		uint16_t mod = sNetToNative16(message+10);
+		uint16_t key = sNetToNative16(message+12);
+		sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE);
+	}
+	else if (USYNERGY_IS_PACKET("DGBT"))
+	{
+		// Joystick buttons
+		//		kMsgDGameButtons	= "DGBT%1i%2i";
+		uint8_t	joy_num = message[8];
+		if (joy_num<USYNERGY_NUM_JOYSTICKS)
+		{
+			// Copy button state, then send callback
+			context->m_joystickButtons[joy_num] = (message[9] << 8) | message[10];
+			sSendJoystickCallback(context, joy_num);
+		}
+	}
+	else if (USYNERGY_IS_PACKET("DGST"))
+	{
+		// Joystick sticks
+		//		kMsgDGameSticks		= "DGST%1i%1i%1i%1i%1i";
+		uint8_t	joy_num = message[8];
+		if (joy_num<USYNERGY_NUM_JOYSTICKS)
+		{
+			// Copy stick state, then send callback
+			memcpy(context->m_joystickSticks[joy_num], message+9, 4);
+			sSendJoystickCallback(context, joy_num);
+		}
+	}
+	else if (USYNERGY_IS_PACKET("DSOP"))
+	{
+		// Set options
+		//		kMsgDSetOptions		= "DSOP%4I"
+	}
+	else if (USYNERGY_IS_PACKET("CALV"))
+	{
+		// Keepalive, reply with CALV and then CNOP
+		//		kMsgCKeepAlive		= "CALV"
+		sAddString(context, "CALV");
+		sSendReply(context);
+		// now reply with CNOP
+	}
+	else if (USYNERGY_IS_PACKET("DCLP"))
+	{
+		// Clipboard message
+		//		kMsgDClipboard		= "DCLP%1i%4i%s"
+		//
+		// The clipboard message contains:
+		//		1 uint32:	The size of the message
+		//		4 chars: 	The identifier ("DCLP")
+		//		1 uint8: 	The clipboard index
+		//		1 uint32:	The sequence number. It's zero, because this message is always coming from the server?
+		//		1 uint32:	The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)).
+		//		1 uint32:	The number of formats present in the message
+		// And then 'number of formats' times the following:
+		//		1 uint32:	The format of the clipboard data
+		//		1 uint32:	The size n of the clipboard data
+		//		n uint8:	The clipboard data
+		const uint8_t *	parse_msg	= message+17;
+		uint32_t		num_formats = sNetToNative32(parse_msg);
+		parse_msg += 4;
+		for (; num_formats; num_formats--)
+		{
+			// Parse clipboard format header
+			uint32_t format	= sNetToNative32(parse_msg);
+			uint32_t size	= sNetToNative32(parse_msg+4);
+			parse_msg += 8;
+			
+			// Call callback
+			if (context->m_clipboardCallback)
+				context->m_clipboardCallback(context->m_cookie, format, parse_msg, size);
+
+			parse_msg += size;
+		}
+	}
+	else
+	{
+		// Unknown packet, could be any of these
+		//		kMsgCNoop 			= "CNOP"
+		//		kMsgCClose 			= "CBYE"
+		//		kMsgCClipboard 		= "CCLP%1i%4i"
+		//		kMsgCScreenSaver 	= "CSEC%1i"
+		//		kMsgDKeyRepeat		= "DKRP%2i%2i%2i%2i"
+		//		kMsgDKeyRepeat1_0	= "DKRP%2i%2i%2i"
+		//		kMsgDMouseRelMove	= "DMRM%2i%2i"
+		//		kMsgEIncompatible	= "EICV%2i%2i"
+		//		kMsgEBusy 			= "EBSY"
+		//		kMsgEUnknown		= "EUNK"
+		//		kMsgEBad			= "EBAD"
+		char buffer[64];
+		sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]);
+		sTrace(context, buffer);
+		return;
+	}
+
+	// Reply with CNOP maybe?
+	sAddString(context, "CNOP");
+	sSendReply(context);
+}
+#undef USYNERGY_IS_PACKET
+
+
+
+/**
+@brief Mark context as being disconnected
+**/
+static void sSetDisconnected(uSynergyContext *context)
+{
+	context->m_connected		= USYNERGY_FALSE;
+	context->m_hasReceivedHello = USYNERGY_FALSE;
+	context->m_isCaptured		= USYNERGY_FALSE;
+	context->m_replyCur			= context->m_replyBuffer + 4;
+	context->m_sequenceNumber	= 0;
+}
+
+
+
+/**
+@brief Update a connected context
+**/
+static void sUpdateContext(uSynergyContext *context)
+{
+	/* Receive data (blocking) */
+	int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs;
+	int num_received = 0;
+	int packlen = 0;
+	if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE)
+	{
+		/* Receive failed, let's try to reconnect */
+		char buffer[128];
+		sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received);
+		sTrace(context, buffer);
+		sSetDisconnected(context);
+		context->m_sleepFunc(context->m_cookie, 1000);
+		return;
+	}
+	context->m_receiveOfs += num_received;
+
+	/*	If we didn't receive any data then we're probably still polling to get connected and
+		therefore not getting any data back. To avoid overloading the system with a Synergy
+		thread that would hammer on polling, we let it rest for a bit if there's no data. */
+	if (num_received == 0)
+		context->m_sleepFunc(context->m_cookie, 500);
+
+	/* Check for timeouts */
+	if (context->m_hasReceivedHello)
+	{
+		uint32_t cur_time = context->m_getTimeFunc();
+		if (num_received == 0)
+		{
+			/* Timeout after 2 secs of inactivity (we received no CALV) */
+			if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT)
+				sSetDisconnected(context);
+		}
+		else
+			context->m_lastMessageTime = cur_time;
+	}
+
+	/* Eat packets */
+	for (;;)
+	{
+		/* Grab packet length and bail out if the packet goes beyond the end of the buffer */
+		packlen = sNetToNative32(context->m_receiveBuffer);
+		if (packlen+4 > context->m_receiveOfs)
+			break;
+
+		/* Process message */
+		sProcessMessage(context, context->m_receiveBuffer);
+
+		/* Move packet to front of buffer */
+		memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4);
+		context->m_receiveOfs -= packlen+4;
+	}
+
+	/* Throw away over-sized packets */
+	if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE)
+	{
+		/* Oversized packet, ditch tail end */
+		char buffer[128];
+		sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen);
+		sTrace(context, buffer);
+		num_received = context->m_receiveOfs-4; // 4 bytes for the size field
+		while (num_received != packlen)
+		{
+			int buffer_left = packlen - num_received;
+			int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE;
+			int ditch_received = 0;
+			if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE)
+			{
+				/* Receive failed, let's try to reconnect */
+				sTrace(context, "Receive failed, trying to reconnect in a second");
+				sSetDisconnected(context);
+				context->m_sleepFunc(context->m_cookie, 1000);
+				break;
+			}
+			else
+			{
+				num_received += ditch_received;
+			}
+		}
+		context->m_receiveOfs = 0;
+	}
+}
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Public interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+**/
+void uSynergyInit(uSynergyContext *context)
+{
+	/* Zero memory */
+	memset(context, 0, sizeof(uSynergyContext));
+
+	/* Initialize to default state */
+	sSetDisconnected(context);
+}
+
+
+/**
+@brief Update uSynergy
+**/
+void uSynergyUpdate(uSynergyContext *context)
+{
+	if (context->m_connected)
+	{
+		/* Update context, receive data, call callbacks */
+		sUpdateContext(context);
+	}
+	else
+	{
+		/* Try to connect */
+		if (context->m_connectFunc(context->m_cookie))
+			context->m_connected = USYNERGY_TRUE;
+	}
+}
+
+
+
+/**
+@brief Send clipboard data
+**/
+void uSynergySendClipboard(uSynergyContext *context, const char *text)
+{
+	// Calculate maximum size that will fit in a reply packet
+	uint32_t overhead_size =	4 +					/* Message size */
+								4 +					/* Message ID */
+								1 +					/* Clipboard index */
+								4 +					/* Sequence number */
+								4 +					/* Rest of message size (because it's a Synergy string from here on) */
+								4 +					/* Number of clipboard formats */
+								4 +					/* Clipboard format */
+								4;					/* Clipboard data length */
+	uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size;
+	
+	// Clip text to max length
+	uint32_t text_length = (uint32_t)strlen(text);
+	if (text_length > max_length)
+	{
+		char buffer[128];
+		sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length);
+		sTrace(context, buffer);
+		text_length = max_length;
+	}
+
+	// Assemble packet
+	sAddString(context, "DCLP");
+	sAddUInt8(context, 0);							/* Clipboard index */
+	sAddUInt32(context, context->m_sequenceNumber);
+	sAddUInt32(context, 4+4+4+text_length);			/* Rest of message size: numFormats, format, length, data */
+	sAddUInt32(context, 1);							/* Number of formats (only text for now) */
+	sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT);
+	sAddUInt32(context, text_length);
+	sAddString(context, text);
+	sSendReply(context);
+}
diff --git a/source/imgui/examples/libs/usynergy/uSynergy.h b/source/imgui/examples/libs/usynergy/uSynergy.h
new file mode 100644
index 0000000000000000000000000000000000000000..cedc38783593de20e8044841846daf42b4fa2c4c
--- /dev/null
+++ b/source/imgui/examples/libs/usynergy/uSynergy.h
@@ -0,0 +1,420 @@
+/*
+uSynergy client -- Interface for the embedded Synergy client library
+  version 1.0.0, July 7th, 2012
+
+Copyright (C) 2012 Synergy Si Ltd.
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+   1. The origin of this software must not be misrepresented; you must not
+   claim that you wrote the original software. If you use this software
+   in a product, an acknowledgment in the product documentation would be
+   appreciated but is not required.
+
+   2. Altered source versions must be plainly marked as such, and must not be
+   misrepresented as being the original software.
+
+   3. This notice may not be removed or altered from any source
+   distribution.
+*/
+#include <stdint.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Configuration
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Determine endianness
+**/
+#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN)
+	/* Ambiguous: both endians specified */
+	#error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN"
+#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN)
+	/* Attempt to auto detect */
+	#if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN)
+		#define USYNERGY_LITTLE_ENDIAN
+	#elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN)
+		#define USYNERGY_BIG_ENDIAN
+	#else
+		#error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN";
+	#endif
+#else
+	/* User-specified endian-nes, nothing to do for us */
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Types and Constants
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Boolean type
+**/
+typedef int			uSynergyBool;
+#define				USYNERGY_FALSE					0				/* False value */
+#define				USYNERGY_TRUE					1				/* True value */
+
+
+/**
+@brief User context type
+
+The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to
+callback functions as context.
+**/
+typedef struct { int ignored; } *					uSynergyCookie;
+
+
+
+/**
+@brief Clipboard types
+**/
+enum uSynergyClipboardFormat
+{
+	USYNERGY_CLIPBOARD_FORMAT_TEXT					= 0,			/* Text format, UTF-8, newline is LF */
+	USYNERGY_CLIPBOARD_FORMAT_BITMAP				= 1,			/* Bitmap format, BMP 24/32bpp, BI_RGB */
+	USYNERGY_CLIPBOARD_FORMAT_HTML					= 2,			/* HTML format, HTML fragment, UTF-8, newline is LF */
+};
+
+
+
+/**
+@brief Constants and limits
+**/
+#define				USYNERGY_NUM_JOYSTICKS			4				/* Maximum number of supported joysticks */
+
+#define				USYNERGY_PROTOCOL_MAJOR			1				/* Major protocol version */
+#define				USYNERGY_PROTOCOL_MINOR			4				/* Minor protocol version */
+
+#define				USYNERGY_IDLE_TIMEOUT			2000			/* Timeout in milliseconds before reconnecting */
+
+#define				USYNERGY_TRACE_BUFFER_SIZE		1024			/* Maximum length of traced message */
+#define				USYNERGY_REPLY_BUFFER_SIZE		1024			/* Maximum size of a reply packet */
+#define				USYNERGY_RECEIVE_BUFFER_SIZE	4096			/* Maximum size of an incoming packet */
+
+
+
+/**
+@brief Keyboard constants
+**/
+#define				USYNERGY_MODIFIER_SHIFT			0x0001			/* Shift key modifier */
+#define				USYNERGY_MODIFIER_CTRL			0x0002			/* Ctrl key modifier */
+#define				USYNERGY_MODIFIER_ALT			0x0004			/* Alt key modifier */
+#define				USYNERGY_MODIFIER_META			0x0008			/* Meta key modifier */
+#define				USYNERGY_MODIFIER_WIN			0x0010			/* Windows key modifier */
+#define				USYNERGY_MODIFIER_ALT_GR		0x0020			/* AltGr key modifier */
+#define				USYNERGY_MODIFIER_LEVEL5LOCK	0x0040			/* Level5Lock key modifier */
+#define				USYNERGY_MODIFIER_CAPSLOCK		0x1000			/* CapsLock key modifier */
+#define				USYNERGY_MODIFIER_NUMLOCK		0x2000			/* NumLock key modifier */
+#define				USYNERGY_MODIFIER_SCROLLOCK		0x4000			/* ScrollLock key modifier */
+
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Functions and Callbacks
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Connect function
+
+This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or
+destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a
+connection was established or USYNERGY_FALSE if it could not connect.
+
+When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again
+so the implementation of the function must close any old connections and clean up resources before retrying.
+
+@param cookie		Cookie supplied in the Synergy context
+**/
+typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie);
+
+
+
+/**
+@brief Send function
+
+This function is called when uSynergy needs to send something over the default connection. It should return
+USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send
+operation is completed.
+
+@param cookie		Cookie supplied in the Synergy context
+@param buffer		Address of buffer to send
+@param length		Length of buffer to send
+**/
+typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length);
+
+
+
+/**
+@brief Receive function
+
+This function is called when uSynergy needs to receive data from the default connection. It should return
+USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data
+has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is
+assumed that the connection is alive, but still in a connecting state and needs time to settle.
+
+@param cookie		Cookie supplied in the Synergy context
+@param buffer		Address of buffer to receive data into
+@param maxLength	Maximum amount of bytes to write into the receive buffer
+@param outLength	Address of integer that receives the actual amount of bytes written into @a buffer
+**/
+typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength);
+
+
+
+/**
+@brief Thread sleep function
+
+This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It
+is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a
+network connection in case the network is down.
+
+@param cookie		Cookie supplied in the Synergy context
+@param timeMs		Time to sleep the current thread (in milliseconds)
+**/
+typedef void		(*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
+
+
+
+/**
+@brief Get time function
+
+This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
+have occured. The time base should be a cyclic millisecond time value.
+
+@returns			Time value in milliseconds
+**/
+typedef uint32_t	(*uSynergyGetTimeFunc)();
+
+
+
+/**
+@brief Trace function
+
+This function is called when uSynergy wants to trace something. It is optional to show these messages, but they
+are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually
+only a single trace is shown when the connection is established and no more trace are called.
+
+@param cookie		Cookie supplied in the Synergy context
+@param text			Text to be traced
+**/
+typedef void		(*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text);
+
+
+
+/**
+@brief Screen active callback
+
+This callback is called when Synergy makes the screen active or inactive. This
+callback is usually sent when the mouse enters or leaves the screen.
+
+@param cookie		Cookie supplied in the Synergy context
+@param active		Activation flag, 1 if the screen has become active, 0 if the screen has become inactive
+**/
+typedef void		(*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active);
+
+
+
+/**
+@brief Mouse callback
+
+This callback is called when a mouse events happens. The mouse X and Y position,
+wheel and button state is communicated in the message. It's up to the user to
+interpret if this is a mouse up, down, double-click or other message.
+
+@param cookie		Cookie supplied in the Synergy context
+@param x			Mouse X position
+@param y			Mouse Y position
+@param wheelX		Mouse wheel X position
+@param wheelY		Mouse wheel Y position
+@param buttonLeft	Left button pressed status, 0 for released, 1 for pressed
+@param buttonMiddle	Middle button pressed status, 0 for released, 1 for pressed
+@param buttonRight	Right button pressed status, 0 for released, 1 for pressed
+**/
+typedef void		(*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle);
+
+
+
+/**
+@brief Key event callback
+
+This callback is called when a key is pressed or released.
+
+@param cookie		Cookie supplied in the Synergy context
+@param key			Key code of key that was pressed or released
+@param modifiers	Status of modifier keys (alt, shift, etc.)
+@param down			Down or up status, 1 is key is pressed down, 0 if key is released (up)
+@param repeat		Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user
+**/
+typedef void		(*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat);
+
+
+
+/**
+@brief Joystick event callback
+
+This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are
+fired when different sticks or buttons change as these are individual messages in the packet stream. Each
+callback will contain all the valid state for the different axes and buttons. The last callback received will
+represent the most current joystick state.
+
+@param cookie		Cookie supplied in the Synergy context
+@param joyNum		Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS>
+@param buttons		Button pressed mask
+@param leftStickX	Left stick X position, in range [-127 ... 127]
+@param leftStickY	Left stick Y position, in range [-127 ... 127]
+@param rightStickX	Right stick X position, in range [-127 ... 127]
+@param rightStickY	Right stick Y position, in range [-127 ... 127]
+**/
+typedef void		(*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY);
+
+
+
+/**
+@brief Clipboard event callback
+
+This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for
+multiple clipboard formats if they are supported. The data provided is read-only and may not be modified
+by the application.
+
+@param cookie		Cookie supplied in the Synergy context
+@param format		Clipboard format
+@param data			Memory area containing the clipboard raw data
+@param size			Size of clipboard data
+**/
+typedef void		(*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size);
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Context
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief uSynergy context
+**/
+typedef struct
+{
+	/* Mandatory configuration data, filled in by client */
+	uSynergyConnectFunc				m_connectFunc;									/* Connect function */
+	uSynergySendFunc				m_sendFunc;										/* Send data function */
+	uSynergyReceiveFunc				m_receiveFunc;									/* Receive data function */
+	uSynergySleepFunc				m_sleepFunc;									/* Thread sleep function */
+	uSynergyGetTimeFunc				m_getTimeFunc;									/* Get current time function */
+	const char*						m_clientName;									/* Name of Synergy Screen / Client */
+	uint16_t						m_clientWidth;									/* Width of screen */
+	uint16_t						m_clientHeight;									/* Height of screen */
+
+	/* Optional configuration data, filled in by client */
+	uSynergyCookie					m_cookie;										/* Cookie pointer passed to callback functions (can be NULL) */
+	uSynergyTraceFunc				m_traceFunc;									/* Function for tracing status (can be NULL) */
+	uSynergyScreenActiveCallback	m_screenActiveCallback;							/* Callback for entering and leaving screen */
+	uSynergyMouseCallback			m_mouseCallback;								/* Callback for mouse events */
+	uSynergyKeyboardCallback		m_keyboardCallback;								/* Callback for keyboard events */
+	uSynergyJoystickCallback		m_joystickCallback;								/* Callback for joystick events */
+	uSynergyClipboardCallback		m_clipboardCallback;							/* Callback for clipboard events */
+
+	/* State data, used internall by client, initialized by uSynergyInit() */
+	uSynergyBool					m_connected;									/* Is our socket connected? */
+	uSynergyBool					m_hasReceivedHello;								/* Have we received a 'Hello' from the server? */
+	uSynergyBool					m_isCaptured;									/* Is Synergy active (i.e. this client is receiving input messages?) */
+	uint32_t						m_lastMessageTime;								/* Time at which last message was received */
+	uint32_t						m_sequenceNumber;								/* Packet sequence number */
+	uint8_t							m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE];	/* Receive buffer */
+	int								m_receiveOfs;									/* Receive buffer offset */
+	uint8_t							m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE];		/* Reply buffer */
+	uint8_t*						m_replyCur;										/* Write offset into reply buffer */
+	uint16_t						m_mouseX;										/* Mouse X position */
+	uint16_t						m_mouseY;										/* Mouse Y position */
+	int16_t							m_mouseWheelX;									/* Mouse wheel X position */
+	int16_t							m_mouseWheelY;									/* Mouse wheel Y position */
+	uSynergyBool					m_mouseButtonLeft;								/* Mouse left button */
+	uSynergyBool					m_mouseButtonRight;								/* Mouse right button */
+	uSynergyBool					m_mouseButtonMiddle;							/* Mouse middle button */
+	int8_t							m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4];	/* Joystick stick position in 2 axes for 2 sticks */
+	uint16_t						m_joystickButtons[USYNERGY_NUM_JOYSTICKS];		/* Joystick button state */
+} uSynergyContext;
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+
+This function initializes @a context for use. Call this function directly after
+creating the context, before filling in any configuration data in it. Not calling
+this function will cause undefined behavior.
+
+@param context	Context to be initialized
+**/
+extern void		uSynergyInit(uSynergyContext *context);
+
+
+
+/**
+@brief Update uSynergy
+
+This function updates uSynergy and does the bulk of the work. It does connection management,
+receiving data, reconnecting after errors or timeouts and so on. It assumes that networking
+operations are blocking and it can suspend the current thread if it needs to wait. It is
+best practice to call uSynergyUpdate from a background thread so it is responsive.
+
+Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state
+waiting for system mutexes and won't eat much memory.
+
+uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of
+the callbacks it calls.
+
+@param context	Context to be updated
+**/
+extern void		uSynergyUpdate(uSynergyContext *context);
+
+
+
+/**
+@brief Send clipboard data
+
+This function sets new clipboard data and sends it to the server. Use this function if
+your client cuts or copies data onto the clipboard that it needs to share with the
+server.
+
+Currently there is only support for plaintext, but HTML and image data could be
+supported with some effort.
+
+@param context	Context to send clipboard data to
+@param text		Text to set to the clipboard
+**/
+extern void		uSynergySendClipboard(uSynergyContext *context, const char *text);
+
+
+
+#ifdef __cplusplus
+};
+#endif
diff --git a/source/imgui/examples/marmalade_example/data/app.icf b/source/imgui/examples/marmalade_example/data/app.icf
new file mode 100644
index 0000000000000000000000000000000000000000..fcd6585a4f473f8f49f5380fc94e9f22111616ee
--- /dev/null
+++ b/source/imgui/examples/marmalade_example/data/app.icf
@@ -0,0 +1,32 @@
+# This file is for configuration settings for your
+# application.
+#
+# The syntax is similar to windows .ini files ie
+#
+# [GroupName]
+# Setting = Value
+#
+# Which can be read by your application using
+#  e.g s3eConfigGetString("GroupName", "Setting", string)
+#
+# All settings must be documented in .config.txt files.
+# New settings specific to this application should be
+# documented in app.config.txt
+#
+# Some conditional operations are also permitted, see the
+# S3E documentation for details.
+
+[S3E]
+MemSize=6000000
+MemSizeDebug=6000000
+DispFixRot=FixedLandscape
+
+# emulate iphone 5 resolution, change these settings to emulate other display resolution
+WinWidth=1136
+WinHeight=640
+
+[GX]
+DataCacheSize=131070
+
+[Util] 
+#MemoryBreakpoint=1282
diff --git a/source/imgui/examples/marmalade_example/imgui_impl_marmalade.cpp b/source/imgui/examples/marmalade_example/imgui_impl_marmalade.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..947bcbd6fb5adeb3189a9fb0d856588f357da109
--- /dev/null
+++ b/source/imgui/examples/marmalade_example/imgui_impl_marmalade.cpp
@@ -0,0 +1,314 @@
+// ImGui Marmalade binding with IwGx
+
+// Implemented features:
+//  [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// Copyright (C) 2015 by Giovanni Zito
+// This file is part of ImGui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include "imgui.h"
+#include "imgui_impl_marmalade.h"
+
+#include <s3eClipboard.h>
+#include <s3ePointer.h>
+#include <s3eKeyboard.h>
+#include <IwTexture.h>
+#include <IwGx.h>
+
+// Data
+static double       g_Time = 0.0f;
+static bool         g_MousePressed[3] = { false, false, false };
+static CIwTexture*  g_FontTexture = NULL;
+static char*        g_ClipboardText = NULL;
+static bool         g_osdKeyboardEnabled = false;
+
+// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
+static ImVec2       g_RenderScale = ImVec2(1.0f,1.0f);
+
+// Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
+{
+    // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
+    ImGuiIO& io = ImGui::GetIO();
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    // Render command lists
+    for(int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+        const int nVert = cmd_list->VtxBuffer.Size;
+        CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
+        CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
+        CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
+
+        for( int i=0; i < nVert; i++ )
+        {
+            // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
+            pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
+            pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
+            pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
+            pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
+            pColStream[i] = cmd_list->VtxBuffer[i].col;
+        }
+
+        IwGxSetVertStreamScreenSpace(pVertStream, nVert);
+        IwGxSetUVStream(pUVStream);
+        IwGxSetColStream(pColStream, nVert);
+        IwGxSetNormStream(0);
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
+                pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
+                pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
+                pCurrentMaterial->SetFiltering(false);
+                pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
+                pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
+                pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
+                pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
+                IwGxSetMaterial(pCurrentMaterial);
+                IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
+            }
+            idx_buffer += pcmd->ElemCount;
+        }
+        IwGxFlush();
+    }
+
+    // TODO: restore modified state (i.e. mvp matrix)
+}
+
+static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
+{
+    if (!s3eClipboardAvailable())
+        return NULL;
+
+    if (int size = s3eClipboardGetText(NULL, 0))
+    {
+        if (g_ClipboardText)
+            delete[] g_ClipboardText;
+        g_ClipboardText = new char[size];
+        g_ClipboardText[0] = '\0';
+        s3eClipboardGetText(g_ClipboardText, size);
+    }
+
+    return g_ClipboardText;
+}
+
+static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
+{
+    if (s3eClipboardAvailable())
+        s3eClipboardSetText(text);
+}
+
+int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
+{
+    // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
+    // button was pressed.  For touchscreen this should always have the value
+    // S3E_POINTER_BUTTON_SELECT
+    s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
+
+    if (pEvent->m_Pressed == 1)
+    {
+        if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
+            g_MousePressed[0] = true;
+        if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
+            g_MousePressed[1] = true;
+        if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
+            g_MousePressed[2] = true;
+        if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
+            io.MouseWheel += pEvent->m_y;
+        if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
+            io.MouseWheel += pEvent->m_y;
+    }
+
+    return 0;
+}
+
+int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
+    if (e->m_Pressed == 1)
+        io.KeysDown[e->m_Key] = true;
+    if (e->m_Pressed == 0)
+        io.KeysDown[e->m_Key] = false;
+
+    io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
+    io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
+    io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
+    io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
+
+    return 0;
+}
+
+int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
+    if ((e->m_Char > 0 && e->m_Char < 0x10000))
+        io.AddInputCharacter((unsigned short)e->m_Char);
+
+    return 0;
+}
+
+bool ImGui_Marmalade_CreateDeviceObjects()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    g_FontTexture = new CIwTexture();
+    g_FontTexture->SetModifiable(true);
+    CIwImage& image = g_FontTexture->GetImage();
+    image.SetFormat(CIwImage::ARGB_8888);
+    image.SetWidth(width);
+    image.SetHeight(height);
+    image.SetBuffers();                                    // allocates and own buffers
+    image.ReadTexels(pixels);
+    g_FontTexture->SetMipMapping(false);
+    g_FontTexture->SetFiltering(false);
+    g_FontTexture->Upload();
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)g_FontTexture;
+
+    return true;
+}
+
+void    ImGui_Marmalade_InvalidateDeviceObjects()
+{
+    if (g_ClipboardText)
+    {
+        delete[] g_ClipboardText;
+        g_ClipboardText = NULL;
+    }
+
+    if (g_FontTexture)
+    {
+        delete g_FontTexture;
+        ImGui::GetIO().Fonts->TexID = 0;
+        g_FontTexture = NULL;
+    }
+}
+
+bool    ImGui_Marmalade_Init(bool install_callbacks)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
+    io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
+    io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
+    io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
+    io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
+    io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
+    io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
+    io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
+    io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
+    io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
+    io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
+    io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
+    io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
+    io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
+    io.KeyMap[ImGuiKey_A] = s3eKeyA;
+    io.KeyMap[ImGuiKey_C] = s3eKeyC;
+    io.KeyMap[ImGuiKey_V] = s3eKeyV;
+    io.KeyMap[ImGuiKey_X] = s3eKeyX;
+    io.KeyMap[ImGuiKey_Y] = s3eKeyY;
+    io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
+
+    io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
+
+    if (install_callbacks)
+    {
+        s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
+        s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
+        s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
+    }
+
+    return true;
+}
+
+void ImGui_Marmalade_Shutdown()
+{
+    ImGui_Marmalade_InvalidateDeviceObjects();
+}
+
+void ImGui_Marmalade_NewFrame()
+{
+    if (!g_FontTexture)
+        ImGui_Marmalade_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
+    io.DisplaySize = ImVec2((float)w, (float)h);
+     // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+    io.DisplayFramebufferScale = g_scale;
+
+    // Setup time step
+    double current_time = s3eTimerGetUST() / 1000.0f;
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+    g_Time = current_time;
+
+    double mouse_x, mouse_y;
+    mouse_x = s3ePointerGetX();
+    mouse_y = s3ePointerGetY();
+    io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y);   // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
+
+    for (int i = 0; i < 3; i++)
+    {
+        io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+        g_MousePressed[i] = false;
+    }
+
+    // TODO: Hide OS mouse cursor if ImGui is drawing it
+    // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+
+     // Show/hide OSD keyboard
+    if (io.WantTextInput)
+    {
+        // Some text input widget is active?
+        if (!g_osdKeyboardEnabled)
+        {
+            g_osdKeyboardEnabled = true;
+            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1);    // show OSD keyboard
+        }
+    }
+    else
+    {
+        // No text input widget is active
+        if (g_osdKeyboardEnabled)
+        {
+            g_osdKeyboardEnabled = false;
+            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0);    // hide OSD keyboard
+        }
+    }
+}
diff --git a/source/imgui/examples/marmalade_example/imgui_impl_marmalade.h b/source/imgui/examples/marmalade_example/imgui_impl_marmalade.h
new file mode 100644
index 0000000000000000000000000000000000000000..c41a5e8f264fc89637a92b1ca1ef3adaacb3440a
--- /dev/null
+++ b/source/imgui/examples/marmalade_example/imgui_impl_marmalade.h
@@ -0,0 +1,27 @@
+// ImGui Marmalade binding with IwGx
+
+// Implemented features:
+//  [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// Copyright (C) 2015 by Giovanni Zito
+// This file is part of ImGui
+
+IMGUI_API bool        ImGui_Marmalade_Init(bool install_callbacks);
+IMGUI_API void        ImGui_Marmalade_Shutdown();
+IMGUI_API void        ImGui_Marmalade_NewFrame();
+IMGUI_API void        ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_Marmalade_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_Marmalade_CreateDeviceObjects();
+
+// callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_API int32       ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData);
+IMGUI_API int32       ImGui_Marmalade_KeyCallback(void* SystemData, void* userData);
+IMGUI_API int32       ImGui_Marmalade_CharCallback(void* SystemData, void* userData);
diff --git a/source/imgui/examples/marmalade_example/main.cpp b/source/imgui/examples/marmalade_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..cb9113edf862cabe624e264f492ebefc29f3b030
--- /dev/null
+++ b/source/imgui/examples/marmalade_example/main.cpp
@@ -0,0 +1,115 @@
+// ImGui - standalone example application for Marmalade
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+// Copyright (C) 2015 by Giovanni Zito
+// This file is part of ImGui
+
+#include "imgui.h"
+#include "imgui_impl_marmalade.h"
+#include <stdio.h>
+
+#include <s3eKeyboard.h>
+#include <s3ePointer.h>
+#include <IwGx.h>
+
+int main(int, char**)
+{
+    IwGxInit();
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_Marmalade_Init(true);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    while (true)
+    {
+        if (s3eDeviceCheckQuitRequest())
+            break;
+
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        s3eKeyboardUpdate();
+        s3ePointerUpdate();
+        ImGui_Marmalade_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
+        IwGxClear();
+        ImGui::Render();
+        ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
+        IwGxSwapBuffers();
+
+        s3eDeviceYield(0);
+    }
+
+    // Cleanup
+    ImGui_Marmalade_Shutdown();
+    ImGui::DestroyContext();
+    IwGxTerminate();
+
+    return 0;
+}
diff --git a/source/imgui/examples/marmalade_example/marmalade_example.mkb b/source/imgui/examples/marmalade_example/marmalade_example.mkb
new file mode 100644
index 0000000000000000000000000000000000000000..9f8ea44ae8baefd931c3c0004d176571da56a7b0
--- /dev/null
+++ b/source/imgui/examples/marmalade_example/marmalade_example.mkb
@@ -0,0 +1,44 @@
+#!/usr/bin/env mkb
+
+# ImGui - standalone example application for Marmalade
+# Copyright (C) 2015 by Giovanni Zito
+# This file is part of ImGui
+# https://github.com/ocornut/imgui
+
+define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
+define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
+define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
+define _snprintf=snprintf
+
+options
+{
+    optimise-speed=1
+}
+
+includepaths
+{
+    ../..
+}
+
+subprojects
+{
+    iwgx
+}
+
+files
+{
+    (.)
+    ["imgui"]
+    ../../imgui.cpp
+    ../../imgui_demo.cpp
+    ../../imgui_draw.cpp
+    ../../imconfig.h
+    ../../imgui.h
+   ../../imgui_internal.h
+
+    ["imgui","Marmalade binding"]
+    imgui_impl_marmalade.h
+    imgui_impl_marmalade.cpp
+    main.cpp
+
+}
diff --git a/source/imgui/examples/null_example/build_win32.bat b/source/imgui/examples/null_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..7bb78232af62263f000792caa03f72972a949999
--- /dev/null
+++ b/source/imgui/examples/null_example/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. *.cpp ..\..\*.cpp /FeDebug/null_example.exe /FoDebug/ /link gdi32.lib shell32.lib
diff --git a/source/imgui/examples/null_example/main.cpp b/source/imgui/examples/null_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..482d689bfa06698cb37beaae3da94f3b4c55bc7d
--- /dev/null
+++ b/source/imgui/examples/null_example/main.cpp
@@ -0,0 +1,34 @@
+// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
+#include "imgui.h"
+#include <stdio.h>
+
+int main(int, char**)
+{
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Build atlas
+    unsigned char* tex_pixels = NULL;
+    int tex_w, tex_h;
+    io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
+
+    for (int n = 0; n < 50; n++)
+    {
+        printf("NewFrame() %d\n", n);
+        io.DisplaySize = ImVec2(1920, 1080);
+        io.DeltaTime = 1.0f / 60.0f;
+        ImGui::NewFrame();
+
+        static float f = 0.0f;
+        ImGui::Text("Hello, world!");
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+        ImGui::ShowDemoWindow(NULL);
+
+        ImGui::Render();
+    }
+
+    printf("DestroyContext()\n");
+    ImGui::DestroyContext();
+    return 0;
+}
diff --git a/source/imgui/examples/opengl2_example/build_win32.bat b/source/imgui/examples/opengl2_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..28e6752fd176057191812ef9e864011e69204090
--- /dev/null
+++ b/source/imgui/examples/opengl2_example/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include *.cpp ..\..\*.cpp /FeDebug/opengl2_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
diff --git a/source/imgui/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/source/imgui/examples/opengl2_example/imgui_impl_glfw_gl2.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..5e2e8fd45cc0c5e05b9784660d1975a165b00e3b
--- /dev/null
+++ b/source/imgui/examples/opengl2_example/imgui_impl_glfw_gl2.cpp
@@ -0,0 +1,364 @@
+// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the opengl3_example/ folder**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver. 
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+//  2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-02-06: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set).
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*.
+//  2017-09-01: OpenGL: Save and restore current polygon mode.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+//  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
+//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+
+#include "imgui.h"
+#include "imgui_impl_glfw_gl2.h"
+
+// GLFW
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#define GLFW_EXPOSE_NATIVE_WGL
+#include <GLFW/glfw3native.h>
+#endif
+
+// GLFW data
+static GLFWwindow*  g_Window = NULL;
+static double       g_Time = 0.0f;
+static bool         g_MouseJustPressed[3] = { false, false, false };
+static GLFWcursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+// OpenGL data
+static GLuint       g_FontTexture = 0;
+
+// OpenGL2 Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. 
+void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    ImGuiIO& io = ImGui::GetIO();
+    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
+    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 
+    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+    glEnable(GL_TEXTURE_2D);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+
+    // Setup viewport, orthographic projection matrix
+    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
+
+    // Render command lists
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
+        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
+        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+                glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
+                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
+            }
+            idx_buffer += pcmd->ElemCount;
+        }
+    }
+
+    // Restore modified state
+    glDisableClientState(GL_COLOR_ARRAY);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glPopAttrib();
+    glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
+    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+}
+
+static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
+{
+    return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
+{
+    glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
+{
+    if (action == GLFW_PRESS && button >= 0 && button < 3)
+        g_MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.MouseWheelH += (float)xoffset;
+    io.MouseWheel += (float)yoffset;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (action == GLFW_PRESS)
+        io.KeysDown[key] = true;
+    if (action == GLFW_RELEASE)
+        io.KeysDown[key] = false;
+
+    (void)mods; // Modifiers are not reliable across systems
+    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (c > 0 && c < 0x10000)
+        io.AddInputCharacter((unsigned short)c);
+}
+
+bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+    // Upload texture to graphics system
+    GLint last_texture;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGenTextures(1, &g_FontTexture);
+    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+
+    // Restore state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+
+    return true;
+}
+
+void    ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
+{
+    if (g_FontTexture)
+    {
+        glDeleteTextures(1, &g_FontTexture);
+        ImGui::GetIO().Fonts->TexID = 0;
+        g_FontTexture = 0;
+    }
+}
+
+static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+    glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+    glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+    glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+    glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+}
+
+bool    ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
+{
+    g_Window = window;
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
+    io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+    io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+    io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+    io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+    io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+    io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+    io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+    io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+    io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+    io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
+    io.ClipboardUserData = g_Window;
+#ifdef _WIN32
+    io.ImeWindowHandle = glfwGetWin32Window(g_Window);
+#endif
+
+    // Load cursors
+    // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
+    g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+
+    if (install_callbacks)
+        ImGui_ImplGlfw_InstallCallbacks(window);
+
+    return true;
+}
+
+void ImGui_ImplGlfwGL2_Shutdown()
+{
+    // Destroy GLFW mouse cursors
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        glfwDestroyCursor(g_MouseCursors[cursor_n]);
+    memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
+
+    // Destroy OpenGL objects
+    ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
+}
+
+void ImGui_ImplGlfwGL2_NewFrame()
+{
+    if (!g_FontTexture)
+        ImGui_ImplGlfwGL2_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    glfwGetWindowSize(g_Window, &w, &h);
+    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+    // Setup time step
+    double current_time =  glfwGetTime();
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+    g_Time = current_time;
+
+    // Setup inputs
+    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+    if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
+    {
+        // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+        if (io.WantSetMousePos)
+        {
+            glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
+        }
+        else
+        {
+            double mouse_x, mouse_y;
+            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
+            io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+        }
+    }
+    else
+    {
+        io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
+    }
+
+    for (int i = 0; i < 3; i++)
+    {
+        // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+        io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
+        g_MouseJustPressed[i] = false;
+    }
+
+    // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
+    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
+    {
+        ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
+        if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
+        {
+            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+        }
+        else
+        {
+            glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/opengl2_example/imgui_impl_glfw_gl2.h b/source/imgui/examples/opengl2_example/imgui_impl_glfw_gl2.h
new file mode 100644
index 0000000000000000000000000000000000000000..4e0f393ccc040307fc5427eab690f6cd6b5c17f3
--- /dev/null
+++ b/source/imgui/examples/opengl2_example/imgui_impl_glfw_gl2.h
@@ -0,0 +1,32 @@
+// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the opengl3_example/ folder**
+// See imgui_impl_glfw.cpp for details.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct GLFWwindow;
+
+IMGUI_API bool        ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
+IMGUI_API void        ImGui_ImplGlfwGL2_Shutdown();
+IMGUI_API void        ImGui_ImplGlfwGL2_NewFrame();
+IMGUI_API void        ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplGlfwGL2_CreateDeviceObjects();
+
+// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
+// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
+IMGUI_API void        ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_API void        ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
diff --git a/source/imgui/examples/opengl2_example/main.cpp b/source/imgui/examples/opengl2_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..8ee95cadc33ea50166b1db6cd6a1ae4ffecea0c6
--- /dev/null
+++ b/source/imgui/examples/opengl2_example/main.cpp
@@ -0,0 +1,123 @@
+// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the opengl3_example/ folder**
+// See imgui_impl_glfw.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_glfw_gl2.h"
+#include <stdio.h>
+#include <GLFW/glfw3.h>
+
+static void glfw_error_callback(int error, const char* description)
+{
+    fprintf(stderr, "Error %d: %s\n", error, description);
+}
+
+int main(int, char**)
+{
+    // Setup window
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL2 example", NULL, NULL);
+    glfwMakeContextCurrent(window);
+    glfwSwapInterval(1); // Enable vsync
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplGlfwGL2_Init(window, true);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    while (!glfwWindowShouldClose(window))
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        glfwPollEvents();
+        ImGui_ImplGlfwGL2_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        int display_w, display_h;
+        glfwGetFramebufferSize(window, &display_w, &display_h);
+        glViewport(0, 0, display_w, display_h);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
+        ImGui::Render();
+        ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData());
+        glfwSwapBuffers(window);
+    }
+
+    // Cleanup
+    ImGui_ImplGlfwGL2_Shutdown();
+    ImGui::DestroyContext();
+    glfwTerminate();
+
+    return 0;
+}
diff --git a/source/imgui/examples/opengl3_example/build_win32.bat b/source/imgui/examples/opengl3_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..9311591855274c2c8b6d36c38e9f40b0b39568e8
--- /dev/null
+++ b/source/imgui/examples/opengl3_example/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/opengl_example3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
diff --git a/source/imgui/examples/sdl_opengl2_example/README.md b/source/imgui/examples/sdl_opengl2_example/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..a1a44a5845b4bafe59292cc583a25ea7ebf65aa6
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl2_example/README.md
@@ -0,0 +1,22 @@
+
+# How to Build
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I %SDL2DIR%\include /I ..\.. main.cpp imgui_impl_sdl_gl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl_gl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl_gl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example
+```
diff --git a/source/imgui/examples/sdl_opengl2_example/build_win32.bat b/source/imgui/examples/sdl_opengl2_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..6fe8cb9a7fcff02eb2fa1487979a47ff9e348a30
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl2_example/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include main.cpp imgui_impl_sdl_gl2.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
diff --git a/source/imgui/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp b/source/imgui/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..a8a76b4cf266bbc3a98c888b7a0928a9a458b203
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
@@ -0,0 +1,355 @@
+// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Missing features:
+//  [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the sdl_opengl3_example/ folder**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver. 
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
+//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. 
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2017-09-01: OpenGL: Save and restore current polygon mode.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+#include <SDL.h>
+#include <SDL_syswm.h>
+#include <SDL_opengl.h>
+#include "imgui.h"
+#include "imgui_impl_sdl_gl2.h"
+
+// Data
+static Uint64       g_Time = 0;
+static bool         g_MousePressed[3] = { false, false, false };
+static GLuint       g_FontTexture = 0;
+static SDL_Cursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+// OpenGL2 Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. 
+void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    ImGuiIO& io = ImGui::GetIO();
+    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
+    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 
+    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+    glEnable(GL_TEXTURE_2D);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+
+    // Setup viewport, orthographic projection matrix
+    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
+
+    // Render command lists
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
+        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
+        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+                glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
+                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
+            }
+            idx_buffer += pcmd->ElemCount;
+        }
+    }
+
+    // Restore modified state
+    glDisableClientState(GL_COLOR_ARRAY);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glPopAttrib();
+    glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
+    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+}
+
+static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
+{
+    return SDL_GetClipboardText();
+}
+
+static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
+{
+    SDL_SetClipboardText(text);
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    switch (event->type)
+    {
+    case SDL_MOUSEWHEEL:
+        {
+            if (event->wheel.x > 0) io.MouseWheelH += 1;
+            if (event->wheel.x < 0) io.MouseWheelH -= 1;
+            if (event->wheel.y > 0) io.MouseWheel += 1;
+            if (event->wheel.y < 0) io.MouseWheel -= 1;
+            return true;
+        }
+    case SDL_MOUSEBUTTONDOWN:
+        {
+            if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
+            if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
+            if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
+            return true;
+        }
+    case SDL_TEXTINPUT:
+        {
+            io.AddInputCharactersUTF8(event->text.text);
+            return true;
+        }
+    case SDL_KEYDOWN:
+    case SDL_KEYUP:
+        {
+            int key = event->key.keysym.scancode;
+            IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
+            io.KeysDown[key] = (event->type == SDL_KEYDOWN);
+            io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
+            io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
+            io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
+            io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
+            return true;
+        }
+    }
+    return false;
+}
+
+bool ImGui_ImplSdlGL2_CreateDeviceObjects()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    GLint last_texture;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGenTextures(1, &g_FontTexture);
+    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+
+    // Restore state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+
+    return true;
+}
+
+void    ImGui_ImplSdlGL2_InvalidateDeviceObjects()
+{
+    if (g_FontTexture)
+    {
+        glDeleteTextures(1, &g_FontTexture);
+        ImGui::GetIO().Fonts->TexID = 0;
+        g_FontTexture = 0;
+    }
+}
+
+bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
+{
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
+    io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
+    io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
+    io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
+    io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
+    io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
+    io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
+    io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
+    io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
+    io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
+    io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
+
+    io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
+    io.ClipboardUserData = NULL;
+
+    g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+    g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+    g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+    g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+
+#ifdef _WIN32
+    SDL_SysWMinfo wmInfo;
+    SDL_VERSION(&wmInfo.version);
+    SDL_GetWindowWMInfo(window, &wmInfo);
+    io.ImeWindowHandle = wmInfo.info.win.window;
+#else
+    (void)window;
+#endif
+
+    return true;
+}
+
+void ImGui_ImplSdlGL2_Shutdown()
+{
+    // Destroy SDL mouse cursors
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        SDL_FreeCursor(g_MouseCursors[cursor_n]);
+    memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
+
+    // Destroy OpenGL objects
+    ImGui_ImplSdlGL2_InvalidateDeviceObjects();
+}
+
+void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
+{
+    if (!g_FontTexture)
+        ImGui_ImplSdlGL2_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    SDL_GetWindowSize(window, &w, &h);
+    SDL_GL_GetDrawableSize(window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+    static Uint64 frequency = SDL_GetPerformanceFrequency();
+    Uint64 current_time = SDL_GetPerformanceCounter();
+    io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
+    g_Time = current_time;
+
+    // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
+    int mx, my;
+    Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
+    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+    io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
+    io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
+    g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
+
+    // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
+#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)   
+    if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
+        io.MousePos = ImVec2((float)mx, (float)my);
+    bool any_mouse_button_down = false;
+    for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
+        any_mouse_button_down |= io.MouseDown[n];
+    if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
+        SDL_CaptureMouse(SDL_TRUE);
+    if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
+        SDL_CaptureMouse(SDL_FALSE);
+#else
+    if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
+        io.MousePos = ImVec2((float)mx, (float)my);
+#endif
+
+    // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
+    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
+    {
+        ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
+        if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
+        {
+            SDL_ShowCursor(0);
+        }
+        else
+        {
+            SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+            SDL_ShowCursor(1);
+        }
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h b/source/imgui/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h
new file mode 100644
index 0000000000000000000000000000000000000000..d3ef9168fc0f9099cf908a0c233370d8c69a2000
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h
@@ -0,0 +1,29 @@
+// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Missing features:
+//  [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the sdl_opengl3_example/ folder**
+// See imgui_impl_sdl.cpp for details.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct SDL_Window;
+typedef union SDL_Event SDL_Event;
+
+IMGUI_API bool        ImGui_ImplSdlGL2_Init(SDL_Window* window);
+IMGUI_API void        ImGui_ImplSdlGL2_Shutdown();
+IMGUI_API void        ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
+IMGUI_API void        ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data);
+IMGUI_API bool        ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplSdlGL2_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplSdlGL2_CreateDeviceObjects();
diff --git a/source/imgui/examples/sdl_opengl2_example/main.cpp b/source/imgui/examples/sdl_opengl2_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..797650377f37e936b7dccca9e80a3e5a19340f35
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl2_example/main.cpp
@@ -0,0 +1,138 @@
+// ImGui - standalone example application for SDL2 + OpenGL
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the sdl_opengl3_example/ folder**
+// See imgui_impl_sdl.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_sdl_gl2.h"
+#include <stdio.h>
+#include <SDL.h>
+#include <SDL_opengl.h>
+
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Setup window
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+    SDL_DisplayMode current;
+    SDL_GetCurrentDisplayMode(0, &current);
+    SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
+    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplSdlGL2_Init(window);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSdlGL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+        }
+        ImGui_ImplSdlGL2_NewFrame(window);
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+        ImGui::Render();
+        ImGui_ImplSdlGL2_RenderDrawData(ImGui::GetDrawData());
+        SDL_GL_SwapWindow(window);
+    }
+
+    // Cleanup
+    ImGui_ImplSdlGL2_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_GL_DeleteContext(gl_context);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/source/imgui/examples/sdl_opengl3_example/README.md b/source/imgui/examples/sdl_opengl3_example/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..a982ff568da2311bf049132bfd11bbbc28cbe474
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl3_example/README.md
@@ -0,0 +1,22 @@
+
+# How to Build
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl -o sdl2example
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation -o sdl2example
+```
diff --git a/source/imgui/examples/sdl_opengl3_example/build_win32.bat b/source/imgui/examples/sdl_opengl3_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..aec9584e49dfb68eb0c3f32174f059211b6bf9eb
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl3_example/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl3_example.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
diff --git a/source/imgui/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/source/imgui/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..3ce4ecb73321937a2ba65c13d87e2e2513a2d7de
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
@@ -0,0 +1,488 @@
+// ImGui SDL2 binding with OpenGL3
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Missing features:
+//  [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
+//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
+//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. 
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
+//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include "imgui_impl_sdl_gl3.h"
+
+// SDL,GL3W
+#include <SDL.h>
+#include <SDL_syswm.h>
+#include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
+
+// SDL data
+static Uint64       g_Time = 0;
+static bool         g_MousePressed[3] = { false, false, false };
+static SDL_Cursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+// OpenGL data
+static char         g_GlslVersion[32] = "#version 150";
+static GLuint       g_FontTexture = 0;
+static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
+static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
+static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
+static unsigned int g_VboHandle = 0,g_ElementsHandle = 0;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. 
+// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    ImGuiIO& io = ImGui::GetIO();
+    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    // Backup GL state
+    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
+    glActiveTexture(GL_TEXTURE0);
+    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
+    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+    GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
+    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
+    glEnable(GL_BLEND);
+    glBlendEquation(GL_FUNC_ADD);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+    // Setup viewport, orthographic projection matrix
+    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+    const float ortho_projection[4][4] =
+    {
+        { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },
+        { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
+        { 0.0f,                  0.0f,                  -1.0f, 0.0f },
+        {-1.0f,                  1.0f,                   0.0f, 1.0f },
+    };
+    glUseProgram(g_ShaderHandle);
+    glUniform1i(g_AttribLocationTex, 0);
+    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+    glBindSampler(0, 0); // Rely on combined texture/sampler state.
+
+    // Recreate the VAO every time 
+    // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
+    GLuint vao_handle = 0;
+    glGenVertexArrays(1, &vao_handle);
+    glBindVertexArray(vao_handle);
+    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+    glEnableVertexAttribArray(g_AttribLocationPosition);
+    glEnableVertexAttribArray(g_AttribLocationUV);
+    glEnableVertexAttribArray(g_AttribLocationColor);
+    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+    glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+
+    // Draw
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawIdx* idx_buffer_offset = 0;
+
+        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+        glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
+
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+                glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
+                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+            }
+            idx_buffer_offset += pcmd->ElemCount;
+        }
+    }
+    glDeleteVertexArrays(1, &vao_handle);
+
+    // Restore modified GL state
+    glUseProgram(last_program);
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindSampler(0, last_sampler);
+    glActiveTexture(last_active_texture);
+    glBindVertexArray(last_vertex_array);
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
+    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+}
+
+static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
+{
+    return SDL_GetClipboardText();
+}
+
+static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
+{
+    SDL_SetClipboardText(text);
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    switch (event->type)
+    {
+    case SDL_MOUSEWHEEL:
+        {
+            if (event->wheel.x > 0) io.MouseWheelH += 1;
+            if (event->wheel.x < 0) io.MouseWheelH -= 1;
+            if (event->wheel.y > 0) io.MouseWheel += 1;
+            if (event->wheel.y < 0) io.MouseWheel -= 1;
+            return true;
+        }
+    case SDL_MOUSEBUTTONDOWN:
+        {
+            if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
+            if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
+            if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
+            return true;
+        }
+    case SDL_TEXTINPUT:
+        {
+            io.AddInputCharactersUTF8(event->text.text);
+            return true;
+        }
+    case SDL_KEYDOWN:
+    case SDL_KEYUP:
+        {
+            int key = event->key.keysym.scancode;
+            IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
+            io.KeysDown[key] = (event->type == SDL_KEYDOWN);
+            io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
+            io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
+            io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
+            io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
+            return true;
+        }
+    }
+    return false;
+}
+
+void ImGui_ImplSdlGL3_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
+
+    // Upload texture to graphics system
+    GLint last_texture;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGenTextures(1, &g_FontTexture);
+    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+
+    // Restore state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+}
+
+bool ImGui_ImplSdlGL3_CreateDeviceObjects()
+{
+    // Backup GL state
+    GLint last_texture, last_array_buffer, last_vertex_array;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+
+    const GLchar *vertex_shader =
+        "uniform mat4 ProjMtx;\n"
+        "in vec2 Position;\n"
+        "in vec2 UV;\n"
+        "in vec4 Color;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "	Frag_UV = UV;\n"
+        "	Frag_Color = Color;\n"
+        "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+        "}\n";
+
+    const GLchar* fragment_shader =
+        "uniform sampler2D Texture;\n"
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "out vec4 Out_Color;\n"
+        "void main()\n"
+        "{\n"
+        "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
+        "}\n";
+
+    const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
+    const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
+
+    g_ShaderHandle = glCreateProgram();
+    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+    glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
+    glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
+    glCompileShader(g_VertHandle);
+    glCompileShader(g_FragHandle);
+    glAttachShader(g_ShaderHandle, g_VertHandle);
+    glAttachShader(g_ShaderHandle, g_FragHandle);
+    glLinkProgram(g_ShaderHandle);
+
+    g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+    g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+    g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
+    g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
+    g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
+
+    glGenBuffers(1, &g_VboHandle);
+    glGenBuffers(1, &g_ElementsHandle);
+
+    ImGui_ImplSdlGL3_CreateFontsTexture();
+
+    // Restore modified GL state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+    glBindVertexArray(last_vertex_array);
+
+    return true;
+}
+
+void    ImGui_ImplSdlGL3_InvalidateDeviceObjects()
+{
+    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
+    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
+    g_VboHandle = g_ElementsHandle = 0;
+
+    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
+    if (g_VertHandle) glDeleteShader(g_VertHandle);
+    g_VertHandle = 0;
+
+    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
+    if (g_FragHandle) glDeleteShader(g_FragHandle);
+    g_FragHandle = 0;
+
+    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
+    g_ShaderHandle = 0;
+
+    if (g_FontTexture)
+    {
+        glDeleteTextures(1, &g_FontTexture);
+        ImGui::GetIO().Fonts->TexID = 0;
+        g_FontTexture = 0;
+    }
+}
+
+bool    ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
+{
+    // Store GL version string so we can refer to it later in case we recreate shaders.
+    if (glsl_version == NULL)
+        glsl_version = "#version 150";
+    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
+    strcpy(g_GlslVersion, glsl_version);
+    strcat(g_GlslVersion, "\n");
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
+    io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
+    io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
+    io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
+    io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
+    io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
+    io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
+    io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
+    io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
+    io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
+    io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
+
+    io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
+    io.ClipboardUserData = NULL;
+
+    g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+    g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+    g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+    g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+
+#ifdef _WIN32
+    SDL_SysWMinfo wmInfo;
+    SDL_VERSION(&wmInfo.version);
+    SDL_GetWindowWMInfo(window, &wmInfo);
+    io.ImeWindowHandle = wmInfo.info.win.window;
+#else
+    (void)window;
+#endif
+
+    return true;
+}
+
+void ImGui_ImplSdlGL3_Shutdown()
+{
+    // Destroy SDL mouse cursors
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        SDL_FreeCursor(g_MouseCursors[cursor_n]);
+    memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
+
+    // Destroy OpenGL objects
+    ImGui_ImplSdlGL3_InvalidateDeviceObjects();
+}
+
+void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
+{
+    if (!g_FontTexture)
+        ImGui_ImplSdlGL3_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    SDL_GetWindowSize(window, &w, &h);
+    SDL_GL_GetDrawableSize(window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+    static Uint64 frequency = SDL_GetPerformanceFrequency();
+    Uint64 current_time = SDL_GetPerformanceCounter();
+    io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
+    g_Time = current_time;
+
+    // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
+    int mx, my;
+    Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
+    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+    io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
+    io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
+    g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
+
+    // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
+#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)   
+    if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
+        io.MousePos = ImVec2((float)mx, (float)my);
+    bool any_mouse_button_down = false;
+    for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
+        any_mouse_button_down |= io.MouseDown[n];
+    if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
+        SDL_CaptureMouse(SDL_TRUE);
+    if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
+        SDL_CaptureMouse(SDL_FALSE);
+#else
+    if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
+        io.MousePos = ImVec2((float)mx, (float)my);
+#endif
+
+    // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
+    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
+    {
+        ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
+        if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
+        {
+            SDL_ShowCursor(0);
+        }
+        else
+        {
+            SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+            SDL_ShowCursor(1);
+        }
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h b/source/imgui/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
new file mode 100644
index 0000000000000000000000000000000000000000..c694a481672dedb1287ba27a4fd9668013c442b3
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
@@ -0,0 +1,26 @@
+// ImGui SDL2 binding with OpenGL3
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Missing features:
+//  [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct SDL_Window;
+typedef union SDL_Event SDL_Event;
+
+IMGUI_API bool        ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version = NULL);
+IMGUI_API void        ImGui_ImplSdlGL3_Shutdown();
+IMGUI_API void        ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
+IMGUI_API void        ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);
+IMGUI_API bool        ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplSdlGL3_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplSdlGL3_CreateDeviceObjects();
diff --git a/source/imgui/examples/sdl_opengl3_example/main.cpp b/source/imgui/examples/sdl_opengl3_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..1cac6b16a30980cc592e66db9e9e2108c92822b8
--- /dev/null
+++ b/source/imgui/examples/sdl_opengl3_example/main.cpp
@@ -0,0 +1,137 @@
+// ImGui - standalone example application for SDL2 + OpenGL
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+#include "imgui.h"
+#include "imgui_impl_sdl_gl3.h"
+#include <stdio.h>
+#include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
+#include <SDL.h>
+
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Setup window
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+    SDL_DisplayMode current;
+    SDL_GetCurrentDisplayMode(0, &current);
+    SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
+    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
+    gl3wInit();
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplSdlGL3_Init(window);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSdlGL3_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+        }
+        ImGui_ImplSdlGL3_NewFrame(window);
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        ImGui::Render();
+        ImGui_ImplSdlGL3_RenderDrawData(ImGui::GetDrawData());
+        SDL_GL_SwapWindow(window);
+    }
+
+    // Cleanup
+    ImGui_ImplSdlGL3_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_GL_DeleteContext(gl_context);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/source/imgui/examples/vulkan_example/CMakeLists.txt b/source/imgui/examples/vulkan_example/CMakeLists.txt
new file mode 100644
index 0000000000000000000000000000000000000000..d05b451631ecb246182fc92ab92c6ab8b7e48959
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/CMakeLists.txt
@@ -0,0 +1,36 @@
+cmake_minimum_required(VERSION 2.8)
+project(ImGuiGLFWVulkanExample C CXX)
+
+if(NOT CMAKE_BUILD_TYPE)
+  set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
+set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
+
+# GLFW
+set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
+option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
+option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
+option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
+option(GLFW_INSTALL "Generate installation target" OFF)
+option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
+add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
+include_directories(${GLFW_DIR}/include)
+
+# ImGui
+set(IMGUI_DIR ../../)
+include_directories(${IMGUI_DIR})
+
+# Libraries
+find_library(VULKAN_LIBRARY
+  NAMES vulkan vulkan-1)
+set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
+
+# Use vulkan headers from glfw:
+include_directories(${GLFW_DIR}/deps)
+
+file(GLOB sources *.cpp)
+
+add_executable(vulkan_example ${sources} ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
+target_link_libraries(vulkan_example ${LIBRARIES})
diff --git a/source/imgui/examples/vulkan_example/build_win32.bat b/source/imgui/examples/vulkan_example/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..bacb6394396d11a1e8be9344e61e82e01b475150
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/build_win32.bat
@@ -0,0 +1,7 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+mkdir Release
+cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
diff --git a/source/imgui/examples/vulkan_example/build_win64.bat b/source/imgui/examples/vulkan_example/build_win64.bat
new file mode 100644
index 0000000000000000000000000000000000000000..71e557b19dc1568dd8e287ba9cbb0419eeaeacc9
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/build_win64.bat
@@ -0,0 +1,7 @@
+@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
+
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+mkdir Release
+cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
diff --git a/source/imgui/examples/vulkan_example/gen_spv.sh b/source/imgui/examples/vulkan_example/gen_spv.sh
new file mode 100755
index 0000000000000000000000000000000000000000..e0d7f3b0286a6365b2cffcd36bd71f0452c40d0f
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/gen_spv.sh
@@ -0,0 +1,3 @@
+#!/bin/bash
+glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
diff --git a/source/imgui/examples/vulkan_example/glsl_shader.frag b/source/imgui/examples/vulkan_example/glsl_shader.frag
new file mode 100644
index 0000000000000000000000000000000000000000..313a888041009b40a853788d88d5b037b4c4ad0d
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/glsl_shader.frag
@@ -0,0 +1,14 @@
+#version 450 core
+layout(location = 0) out vec4 fColor;
+
+layout(set=0, binding=0) uniform sampler2D sTexture;
+
+layout(location = 0) in struct{
+    vec4 Color;
+    vec2 UV;
+} In;
+
+void main()
+{
+    fColor = In.Color * texture(sTexture, In.UV.st);
+}
diff --git a/source/imgui/examples/vulkan_example/glsl_shader.vert b/source/imgui/examples/vulkan_example/glsl_shader.vert
new file mode 100644
index 0000000000000000000000000000000000000000..20b290827804cb498f5c533f7a6c71235bd6208b
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/glsl_shader.vert
@@ -0,0 +1,25 @@
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+
+layout(push_constant) uniform uPushConstant{
+    vec2 uScale;
+    vec2 uTranslate;
+} pc;
+
+out gl_PerVertex{
+    vec4 gl_Position;
+};
+
+layout(location = 0) out struct{
+    vec4 Color;
+    vec2 UV;
+} Out;
+
+void main()
+{
+    Out.Color = aColor;
+    Out.UV = aUV;
+    gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
+}
diff --git a/source/imgui/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp b/source/imgui/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..0ea155a2b4a85175d900f042a338fab9ba7c637e
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
@@ -0,0 +1,898 @@
+// ImGui GLFW binding with Vulkan + shaders
+
+// Missing features:
+//  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+//  2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include Vulkan in their name.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplGlfwVulkan_Render() calls ImGui_ImplGlfwVulkan_RenderDrawData() itself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
+//  2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
+//  2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+//  2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
+
+#include "imgui.h"
+#include "imgui_impl_glfw_vulkan.h"
+
+// GLFW
+#define GLFW_INCLUDE_NONE
+#define GLFW_INCLUDE_VULKAN
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#define GLFW_EXPOSE_NATIVE_WGL
+#include <GLFW/glfw3native.h>
+#endif
+
+// GLFW data
+static GLFWwindow*  g_Window = NULL;
+static double       g_Time = 0.0f;
+static bool         g_MouseJustPressed[3] = { false, false, false };
+static GLFWcursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+// Vulkan data
+static VkAllocationCallbacks* g_Allocator = NULL;
+static VkPhysicalDevice       g_Gpu = VK_NULL_HANDLE;
+static VkDevice               g_Device = VK_NULL_HANDLE;
+static VkRenderPass           g_RenderPass = VK_NULL_HANDLE;
+static VkPipelineCache        g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool       g_DescriptorPool = VK_NULL_HANDLE;
+static void (*g_CheckVkResult)(VkResult err) = NULL;
+
+static VkCommandBuffer        g_CommandBuffer = VK_NULL_HANDLE;
+static VkDeviceSize           g_BufferMemoryAlignment = 256;
+static VkPipelineCreateFlags  g_PipelineCreateFlags = 0;
+static int                    g_FrameIndex = 0;
+
+static VkDescriptorSetLayout  g_DescriptorSetLayout = VK_NULL_HANDLE;
+static VkPipelineLayout       g_PipelineLayout = VK_NULL_HANDLE;
+static VkDescriptorSet        g_DescriptorSet = VK_NULL_HANDLE;
+static VkPipeline             g_Pipeline = VK_NULL_HANDLE;
+
+static VkSampler              g_FontSampler = VK_NULL_HANDLE;
+static VkDeviceMemory         g_FontMemory = VK_NULL_HANDLE;
+static VkImage                g_FontImage = VK_NULL_HANDLE;
+static VkImageView            g_FontView = VK_NULL_HANDLE;
+
+static VkDeviceMemory         g_VertexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {};
+static VkDeviceMemory         g_IndexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {};
+static VkDeviceSize           g_VertexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
+static VkDeviceSize           g_IndexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
+static VkBuffer               g_VertexBuffer[IMGUI_VK_QUEUED_FRAMES] = {};
+static VkBuffer               g_IndexBuffer[IMGUI_VK_QUEUED_FRAMES] = {};
+
+static VkDeviceMemory         g_UploadBufferMemory = VK_NULL_HANDLE;
+static VkBuffer               g_UploadBuffer = VK_NULL_HANDLE;
+
+static uint32_t __glsl_shader_vert_spv[] =
+{
+    0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
+    0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+    0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+    0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+    0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+    0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+    0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+    0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+    0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
+    0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
+    0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
+    0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
+    0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+    0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+    0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
+    0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
+    0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
+    0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
+    0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
+    0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
+    0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
+    0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
+    0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
+    0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
+    0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
+    0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
+    0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
+    0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
+    0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
+    0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
+    0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
+    0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
+    0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
+    0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
+    0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
+    0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
+    0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
+    0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
+    0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
+    0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
+    0x0000002d,0x0000002c,0x000100fd,0x00010038
+};
+
+static uint32_t __glsl_shader_frag_spv[] =
+{
+    0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
+    0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+    0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+    0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+    0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+    0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+    0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
+    0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
+    0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
+    0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
+    0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
+    0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
+    0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
+    0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
+    0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
+    0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
+    0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
+    0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
+    0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
+    0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
+    0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
+    0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
+    0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
+    0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
+    0x00010038
+};
+
+static uint32_t ImGui_ImplGlfwVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
+{
+    VkPhysicalDeviceMemoryProperties prop;
+    vkGetPhysicalDeviceMemoryProperties(g_Gpu, &prop);
+    for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
+        if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<<i))
+            return i;
+    return 0xffffffff; // Unable to find memoryType
+}
+
+static void ImGui_ImplGlfwVulkan_VkResult(VkResult err)
+{
+    if (g_CheckVkResult)
+        g_CheckVkResult(err);
+}
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+void ImGui_ImplGlfwVulkan_RenderDrawData(ImDrawData* draw_data)
+{
+    VkResult err;
+    ImGuiIO& io = ImGui::GetIO();
+    if (draw_data->TotalVtxCount == 0)
+        return;
+
+    // Create the Vertex Buffer:
+    size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+    if (!g_VertexBuffer[g_FrameIndex] || g_VertexBufferSize[g_FrameIndex] < vertex_size)
+    {
+        if (g_VertexBuffer[g_FrameIndex])
+            vkDestroyBuffer(g_Device, g_VertexBuffer[g_FrameIndex], g_Allocator);
+        if (g_VertexBufferMemory[g_FrameIndex])
+            vkFreeMemory(g_Device, g_VertexBufferMemory[g_FrameIndex], g_Allocator);
+        VkDeviceSize vertex_buffer_size = ((vertex_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
+        VkBufferCreateInfo buffer_info = {};
+        buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+        buffer_info.size = vertex_buffer_size;
+        buffer_info.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
+        buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+        err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_VertexBuffer[g_FrameIndex]);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        VkMemoryRequirements req;
+        vkGetBufferMemoryRequirements(g_Device, g_VertexBuffer[g_FrameIndex], &req);
+        g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
+        VkMemoryAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+        alloc_info.allocationSize = req.size;
+        alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+        err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_VertexBufferMemory[g_FrameIndex]);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        err = vkBindBufferMemory(g_Device, g_VertexBuffer[g_FrameIndex], g_VertexBufferMemory[g_FrameIndex], 0);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        g_VertexBufferSize[g_FrameIndex] = vertex_buffer_size;
+    }
+
+    // Create the Index Buffer:
+    size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+    if (!g_IndexBuffer[g_FrameIndex] || g_IndexBufferSize[g_FrameIndex] < index_size)
+    {
+        if (g_IndexBuffer[g_FrameIndex])
+            vkDestroyBuffer(g_Device, g_IndexBuffer[g_FrameIndex], g_Allocator);
+        if (g_IndexBufferMemory[g_FrameIndex])
+            vkFreeMemory(g_Device, g_IndexBufferMemory[g_FrameIndex], g_Allocator);
+        VkDeviceSize index_buffer_size = ((index_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
+        VkBufferCreateInfo buffer_info = {};
+        buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+        buffer_info.size = index_buffer_size;
+        buffer_info.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
+        buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+        err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_IndexBuffer[g_FrameIndex]);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        VkMemoryRequirements req;
+        vkGetBufferMemoryRequirements(g_Device, g_IndexBuffer[g_FrameIndex], &req);
+        g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
+        VkMemoryAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+        alloc_info.allocationSize = req.size;
+        alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+        err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_IndexBufferMemory[g_FrameIndex]);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        err = vkBindBufferMemory(g_Device, g_IndexBuffer[g_FrameIndex], g_IndexBufferMemory[g_FrameIndex], 0);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        g_IndexBufferSize[g_FrameIndex] = index_buffer_size;
+    }
+
+    // Upload Vertex and index Data:
+    {
+        ImDrawVert* vtx_dst;
+        ImDrawIdx* idx_dst;
+        err = vkMapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex], 0, vertex_size, 0, (void**)(&vtx_dst));
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        err = vkMapMemory(g_Device, g_IndexBufferMemory[g_FrameIndex], 0, index_size, 0, (void**)(&idx_dst));
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        for (int n = 0; n < draw_data->CmdListsCount; n++)
+        {
+            const ImDrawList* cmd_list = draw_data->CmdLists[n];
+            memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+            memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+            vtx_dst += cmd_list->VtxBuffer.Size;
+            idx_dst += cmd_list->IdxBuffer.Size;
+        }
+        VkMappedMemoryRange range[2] = {};
+        range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+        range[0].memory = g_VertexBufferMemory[g_FrameIndex];
+        range[0].size = VK_WHOLE_SIZE;
+        range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+        range[1].memory = g_IndexBufferMemory[g_FrameIndex];
+        range[1].size = VK_WHOLE_SIZE;
+        err = vkFlushMappedMemoryRanges(g_Device, 2, range);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        vkUnmapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex]);
+        vkUnmapMemory(g_Device, g_IndexBufferMemory[g_FrameIndex]);
+    }
+
+    // Bind pipeline and descriptor sets:
+    {
+        vkCmdBindPipeline(g_CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
+        VkDescriptorSet desc_set[1] = {g_DescriptorSet};
+        vkCmdBindDescriptorSets(g_CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
+    }
+
+    // Bind Vertex And Index Buffer:
+    {
+        VkBuffer vertex_buffers[1] = {g_VertexBuffer[g_FrameIndex]};
+        VkDeviceSize vertex_offset[1] = {0};
+        vkCmdBindVertexBuffers(g_CommandBuffer, 0, 1, vertex_buffers, vertex_offset);
+        vkCmdBindIndexBuffer(g_CommandBuffer, g_IndexBuffer[g_FrameIndex], 0, VK_INDEX_TYPE_UINT16);
+    }
+
+    // Setup viewport:
+    {
+        VkViewport viewport;
+        viewport.x = 0;
+        viewport.y = 0;
+        viewport.width = ImGui::GetIO().DisplaySize.x;
+        viewport.height = ImGui::GetIO().DisplaySize.y;
+        viewport.minDepth = 0.0f;
+        viewport.maxDepth = 1.0f;
+        vkCmdSetViewport(g_CommandBuffer, 0, 1, &viewport);
+    }
+
+    // Setup scale and translation:
+    {
+        float scale[2];
+        scale[0] = 2.0f/io.DisplaySize.x;
+        scale[1] = 2.0f/io.DisplaySize.y;
+        float translate[2];
+        translate[0] = -1.0f;
+        translate[1] = -1.0f;
+        vkCmdPushConstants(g_CommandBuffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
+        vkCmdPushConstants(g_CommandBuffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
+    }
+
+    // Render the command lists:
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                VkRect2D scissor;
+                scissor.offset.x = (int32_t)(pcmd->ClipRect.x) > 0 ? (int32_t)(pcmd->ClipRect.x) : 0;
+                scissor.offset.y = (int32_t)(pcmd->ClipRect.y) > 0 ? (int32_t)(pcmd->ClipRect.y) : 0;
+                scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
+                scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
+                vkCmdSetScissor(g_CommandBuffer, 0, 1, &scissor);
+                vkCmdDrawIndexed(g_CommandBuffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+}
+
+static const char* ImGui_ImplGlfwVulkan_GetClipboardText(void* user_data)
+{
+    return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfwVulkan_SetClipboardText(void* user_data, const char* text)
+{
+    glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
+{
+    if (action == GLFW_PRESS && button >= 0 && button < 3)
+        g_MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.MouseWheelH += (float)xoffset;
+    io.MouseWheel += (float)yoffset;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (action == GLFW_PRESS)
+        io.KeysDown[key] = true;
+    if (action == GLFW_RELEASE)
+        io.KeysDown[key] = false;
+
+    (void)mods; // Modifiers are not reliable across systems
+    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (c > 0 && c < 0x10000)
+        io.AddInputCharacter((unsigned short)c);
+}
+
+bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+    size_t upload_size = width*height*4*sizeof(char);
+
+    VkResult err;
+
+    // Create the Image:
+    {
+        VkImageCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+        info.imageType = VK_IMAGE_TYPE_2D;
+        info.format = VK_FORMAT_R8G8B8A8_UNORM;
+        info.extent.width = width;
+        info.extent.height = height;
+        info.extent.depth = 1;
+        info.mipLevels = 1;
+        info.arrayLayers = 1;
+        info.samples = VK_SAMPLE_COUNT_1_BIT;
+        info.tiling = VK_IMAGE_TILING_OPTIMAL;
+        info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+        info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+        info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+        err = vkCreateImage(g_Device, &info, g_Allocator, &g_FontImage);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        VkMemoryRequirements req;
+        vkGetImageMemoryRequirements(g_Device, g_FontImage, &req);
+        VkMemoryAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+        alloc_info.allocationSize = req.size;
+        alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
+        err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_FontMemory);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        err = vkBindImageMemory(g_Device, g_FontImage, g_FontMemory, 0);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    // Create the Image View:
+    {
+        VkImageViewCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+        info.image = g_FontImage;
+        info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+        info.format = VK_FORMAT_R8G8B8A8_UNORM;
+        info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        info.subresourceRange.levelCount = 1;
+        info.subresourceRange.layerCount = 1;
+        err = vkCreateImageView(g_Device, &info, g_Allocator, &g_FontView);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    // Update the Descriptor Set:
+    {
+        VkDescriptorImageInfo desc_image[1] = {};
+        desc_image[0].sampler = g_FontSampler;
+        desc_image[0].imageView = g_FontView;
+        desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+        VkWriteDescriptorSet write_desc[1] = {};
+        write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+        write_desc[0].dstSet = g_DescriptorSet;
+        write_desc[0].descriptorCount = 1;
+        write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+        write_desc[0].pImageInfo = desc_image;
+        vkUpdateDescriptorSets(g_Device, 1, write_desc, 0, NULL);
+    }
+
+    // Create the Upload Buffer:
+    {
+        VkBufferCreateInfo buffer_info = {};
+        buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+        buffer_info.size = upload_size;
+        buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+        buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+        err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_UploadBuffer);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        VkMemoryRequirements req;
+        vkGetBufferMemoryRequirements(g_Device, g_UploadBuffer, &req);
+        g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
+        VkMemoryAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+        alloc_info.allocationSize = req.size;
+        alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+        err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_UploadBufferMemory);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        err = vkBindBufferMemory(g_Device, g_UploadBuffer, g_UploadBufferMemory, 0);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    // Upload to Buffer:
+    {
+        char* map = NULL;
+        err = vkMapMemory(g_Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        memcpy(map, pixels, upload_size);
+        VkMappedMemoryRange range[1] = {};
+        range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+        range[0].memory = g_UploadBufferMemory;
+        range[0].size = upload_size;
+        err = vkFlushMappedMemoryRanges(g_Device, 1, range);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        vkUnmapMemory(g_Device, g_UploadBufferMemory);
+    }
+    // Copy to Image:
+    {
+        VkImageMemoryBarrier copy_barrier[1] = {};
+        copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+        copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+        copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+        copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+        copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        copy_barrier[0].image = g_FontImage;
+        copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        copy_barrier[0].subresourceRange.levelCount = 1;
+        copy_barrier[0].subresourceRange.layerCount = 1;
+        vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier);
+
+        VkBufferImageCopy region = {};
+        region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        region.imageSubresource.layerCount = 1;
+        region.imageExtent.width = width;
+        region.imageExtent.height = height;
+        region.imageExtent.depth = 1;
+        vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
+
+        VkImageMemoryBarrier use_barrier[1] = {};
+        use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+        use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+        use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+        use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+        use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+        use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        use_barrier[0].image = g_FontImage;
+        use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        use_barrier[0].subresourceRange.levelCount = 1;
+        use_barrier[0].subresourceRange.layerCount = 1;
+        vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier);
+    }
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontImage;
+
+    return true;
+}
+
+bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
+{
+    VkResult err;
+    VkShaderModule vert_module;
+    VkShaderModule frag_module;
+
+    // Create The Shader Modules:
+    {
+        VkShaderModuleCreateInfo vert_info = {};
+        vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+        vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
+        vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
+        err = vkCreateShaderModule(g_Device, &vert_info, g_Allocator, &vert_module);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+        VkShaderModuleCreateInfo frag_info = {};
+        frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+        frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
+        frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
+        err = vkCreateShaderModule(g_Device, &frag_info, g_Allocator, &frag_module);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    if (!g_FontSampler)
+    {
+        VkSamplerCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+        info.magFilter = VK_FILTER_LINEAR;
+        info.minFilter = VK_FILTER_LINEAR;
+        info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+        info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+        info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+        info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+        info.minLod = -1000;
+        info.maxLod = 1000;
+        info.maxAnisotropy = 1.0f;
+        err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    if (!g_DescriptorSetLayout)
+    {
+        VkSampler sampler[1] = {g_FontSampler};
+        VkDescriptorSetLayoutBinding binding[1] = {};
+        binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+        binding[0].descriptorCount = 1;
+        binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+        binding[0].pImmutableSamplers = sampler;
+        VkDescriptorSetLayoutCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+        info.bindingCount = 1;
+        info.pBindings = binding;
+        err = vkCreateDescriptorSetLayout(g_Device, &info, g_Allocator, &g_DescriptorSetLayout);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    // Create Descriptor Set:
+    {
+        VkDescriptorSetAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+        alloc_info.descriptorPool = g_DescriptorPool;
+        alloc_info.descriptorSetCount = 1;
+        alloc_info.pSetLayouts = &g_DescriptorSetLayout;
+        err = vkAllocateDescriptorSets(g_Device, &alloc_info, &g_DescriptorSet);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    if (!g_PipelineLayout)
+    {
+        VkPushConstantRange push_constants[1] = {};
+        push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+        push_constants[0].offset = sizeof(float) * 0;
+        push_constants[0].size = sizeof(float) * 4;
+        VkDescriptorSetLayout set_layout[1] = {g_DescriptorSetLayout};
+        VkPipelineLayoutCreateInfo layout_info = {};
+        layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+        layout_info.setLayoutCount = 1;
+        layout_info.pSetLayouts = set_layout;
+        layout_info.pushConstantRangeCount = 1;
+        layout_info.pPushConstantRanges = push_constants;
+        err = vkCreatePipelineLayout(g_Device, &layout_info, g_Allocator, &g_PipelineLayout);
+        ImGui_ImplGlfwVulkan_VkResult(err);
+    }
+
+    VkPipelineShaderStageCreateInfo stage[2] = {};
+    stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+    stage[0].module = vert_module;
+    stage[0].pName = "main";
+    stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+    stage[1].module = frag_module;
+    stage[1].pName = "main";
+
+    VkVertexInputBindingDescription binding_desc[1] = {};
+    binding_desc[0].stride = sizeof(ImDrawVert);
+    binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+    VkVertexInputAttributeDescription attribute_desc[3] = {};
+    attribute_desc[0].location = 0;
+    attribute_desc[0].binding = binding_desc[0].binding;
+    attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
+    attribute_desc[0].offset = (size_t)(&((ImDrawVert*)0)->pos);
+    attribute_desc[1].location = 1;
+    attribute_desc[1].binding = binding_desc[0].binding;
+    attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
+    attribute_desc[1].offset = (size_t)(&((ImDrawVert*)0)->uv);
+    attribute_desc[2].location = 2;
+    attribute_desc[2].binding = binding_desc[0].binding;
+    attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
+    attribute_desc[2].offset = (size_t)(&((ImDrawVert*)0)->col);
+
+    VkPipelineVertexInputStateCreateInfo vertex_info = {};
+    vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+    vertex_info.vertexBindingDescriptionCount = 1;
+    vertex_info.pVertexBindingDescriptions = binding_desc;
+    vertex_info.vertexAttributeDescriptionCount = 3;
+    vertex_info.pVertexAttributeDescriptions = attribute_desc;
+
+    VkPipelineInputAssemblyStateCreateInfo ia_info = {};
+    ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+    ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+
+    VkPipelineViewportStateCreateInfo viewport_info = {};
+    viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+    viewport_info.viewportCount = 1;
+    viewport_info.scissorCount = 1;
+
+    VkPipelineRasterizationStateCreateInfo raster_info = {};
+    raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+    raster_info.polygonMode = VK_POLYGON_MODE_FILL;
+    raster_info.cullMode = VK_CULL_MODE_NONE;
+    raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+    raster_info.lineWidth = 1.0f;
+
+    VkPipelineMultisampleStateCreateInfo ms_info = {};
+    ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+    ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
+
+    VkPipelineColorBlendAttachmentState color_attachment[1] = {};
+    color_attachment[0].blendEnable = VK_TRUE;
+    color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
+    color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+    color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
+    color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+    color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
+    color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
+    color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+    VkPipelineDepthStencilStateCreateInfo depth_info = {};
+    depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+
+    VkPipelineColorBlendStateCreateInfo blend_info = {};
+    blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+    blend_info.attachmentCount = 1;
+    blend_info.pAttachments = color_attachment;
+
+    VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+    VkPipelineDynamicStateCreateInfo dynamic_state = {};
+    dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+    dynamic_state.dynamicStateCount = 2;
+    dynamic_state.pDynamicStates = dynamic_states;
+
+    VkGraphicsPipelineCreateInfo info = {};
+    info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+    info.flags = g_PipelineCreateFlags;
+    info.stageCount = 2;
+    info.pStages = stage;
+    info.pVertexInputState = &vertex_info;
+    info.pInputAssemblyState = &ia_info;
+    info.pViewportState = &viewport_info;
+    info.pRasterizationState = &raster_info;
+    info.pMultisampleState = &ms_info;
+    info.pDepthStencilState = &depth_info;
+    info.pColorBlendState = &blend_info;
+    info.pDynamicState = &dynamic_state;
+    info.layout = g_PipelineLayout;
+    info.renderPass = g_RenderPass;
+    err = vkCreateGraphicsPipelines(g_Device, g_PipelineCache, 1, &info, g_Allocator, &g_Pipeline);
+    ImGui_ImplGlfwVulkan_VkResult(err);
+
+    vkDestroyShaderModule(g_Device, vert_module, g_Allocator);
+    vkDestroyShaderModule(g_Device, frag_module, g_Allocator);
+
+    return true;
+}
+
+void    ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects()
+{
+    if (g_UploadBuffer)
+    {
+        vkDestroyBuffer(g_Device, g_UploadBuffer, g_Allocator);
+        g_UploadBuffer = VK_NULL_HANDLE;
+    }
+    if (g_UploadBufferMemory)
+    {
+        vkFreeMemory(g_Device, g_UploadBufferMemory, g_Allocator);
+        g_UploadBufferMemory = VK_NULL_HANDLE;
+    }
+}
+
+void    ImGui_ImplGlfwVulkan_InvalidateDeviceObjects()
+{
+    ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
+
+    for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
+    {
+        if (g_VertexBuffer[i])          { vkDestroyBuffer(g_Device, g_VertexBuffer[i], g_Allocator); g_VertexBuffer[i] = VK_NULL_HANDLE; }
+        if (g_VertexBufferMemory[i])    { vkFreeMemory(g_Device, g_VertexBufferMemory[i], g_Allocator); g_VertexBufferMemory[i] = VK_NULL_HANDLE; }
+        if (g_IndexBuffer[i])           { vkDestroyBuffer(g_Device, g_IndexBuffer[i], g_Allocator); g_IndexBuffer[i] = VK_NULL_HANDLE; }
+        if (g_IndexBufferMemory[i])     { vkFreeMemory(g_Device, g_IndexBufferMemory[i], g_Allocator); g_IndexBufferMemory[i] = VK_NULL_HANDLE; }
+    }
+
+    if (g_FontView)             { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; }
+    if (g_FontImage)            { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; }
+    if (g_FontMemory)           { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; }
+    if (g_FontSampler)          { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; }
+    if (g_DescriptorSetLayout)  { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; }
+    if (g_PipelineLayout)       { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; }
+    if (g_Pipeline)             { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; }
+}
+
+static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+    glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+    glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+    glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+    glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+}
+
+bool    ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data)
+{
+    g_Allocator = init_data->allocator;
+    g_Gpu = init_data->gpu;
+    g_Device = init_data->device;
+    g_RenderPass = init_data->render_pass;
+    g_PipelineCache = init_data->pipeline_cache;
+    g_DescriptorPool = init_data->descriptor_pool;
+    g_CheckVkResult = init_data->check_vk_result;
+
+    g_Window = window;
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
+    io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+    io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+    io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+    io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+    io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+    io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+    io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+    io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+    io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+    io.SetClipboardTextFn = ImGui_ImplGlfwVulkan_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplGlfwVulkan_GetClipboardText;
+    io.ClipboardUserData = g_Window;
+#ifdef _WIN32
+    io.ImeWindowHandle = glfwGetWin32Window(g_Window);
+#endif
+
+    // Load cursors
+    // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
+    g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+
+    if (install_callbacks)
+        ImGui_ImplGlfw_InstallCallbacks(window);
+
+    ImGui_ImplGlfwVulkan_CreateDeviceObjects();
+
+    return true;
+}
+
+void ImGui_ImplGlfwVulkan_Shutdown()
+{
+    // Destroy GLFW mouse cursors
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        glfwDestroyCursor(g_MouseCursors[cursor_n]);
+    memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
+
+    // Destroy Vulkan objects
+    ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
+}
+
+void ImGui_ImplGlfwVulkan_NewFrame()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    glfwGetWindowSize(g_Window, &w, &h);
+    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+    // Setup time step
+    double current_time =  glfwGetTime();
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+    g_Time = current_time;
+
+    // Setup inputs
+    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+    if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
+    {
+        double mouse_x, mouse_y;
+        glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
+        io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+    }
+    else
+    {
+        io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
+    }
+
+    for (int i = 0; i < 3; i++)
+    {
+        io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+        g_MouseJustPressed[i] = false;
+    }
+
+    // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
+    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
+    {
+        ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
+        if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
+        {
+            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+        }
+        else
+        {
+            glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
+
+void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer)
+{
+    g_CommandBuffer = command_buffer;
+    ImGui::Render();
+    ImGui_ImplGlfwVulkan_RenderDrawData(ImGui::GetDrawData());
+    g_CommandBuffer = VK_NULL_HANDLE;
+    g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
+}
diff --git a/source/imgui/examples/vulkan_example/imgui_impl_glfw_vulkan.h b/source/imgui/examples/vulkan_example/imgui_impl_glfw_vulkan.h
new file mode 100644
index 0000000000000000000000000000000000000000..5d2b63cc180d00fe8b8634292b61e015cbdb7806
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/imgui_impl_glfw_vulkan.h
@@ -0,0 +1,46 @@
+// ImGui GLFW binding with Vulkan + shaders
+
+// Missing features:
+//  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct GLFWwindow;
+
+#include <vulkan/vulkan.h>
+
+#define IMGUI_VK_QUEUED_FRAMES 2
+
+struct ImGui_ImplGlfwVulkan_Init_Data
+{
+    VkAllocationCallbacks* allocator;
+    VkPhysicalDevice       gpu;
+    VkDevice               device;
+    VkRenderPass           render_pass;
+    VkPipelineCache        pipeline_cache;
+    VkDescriptorPool       descriptor_pool;
+    void (*check_vk_result)(VkResult err);
+};
+
+IMGUI_API bool        ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data);
+IMGUI_API void        ImGui_ImplGlfwVulkan_Shutdown();
+IMGUI_API void        ImGui_ImplGlfwVulkan_NewFrame();
+IMGUI_API void        ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
+IMGUI_API void        ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
+IMGUI_API bool        ImGui_ImplGlfwVulkan_CreateDeviceObjects();
+
+// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// Provided here if you want to chain callbacks.
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_API void        ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_API void        ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+
diff --git a/source/imgui/examples/vulkan_example/main.cpp b/source/imgui/examples/vulkan_example/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..a708b6db9461634458b51029192279ba35cde832
--- /dev/null
+++ b/source/imgui/examples/vulkan_example/main.cpp
@@ -0,0 +1,762 @@
+// ImGui - standalone example application for Glfw + Vulkan, using programmable pipeline
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_glfw_vulkan.h"
+
+#include <stdio.h>          // printf, fprintf
+#include <stdlib.h>         // abort
+#define GLFW_INCLUDE_NONE
+#define GLFW_INCLUDE_VULKAN
+#include <GLFW/glfw3.h>
+
+#define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16
+//#define IMGUI_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define IMGUI_VULKAN_DEBUG_REPORT
+#endif
+
+static VkAllocationCallbacks*   g_Allocator = NULL;
+static VkInstance               g_Instance = VK_NULL_HANDLE;
+static VkSurfaceKHR             g_Surface = VK_NULL_HANDLE;
+static VkPhysicalDevice         g_Gpu = VK_NULL_HANDLE;
+static VkDevice                 g_Device = VK_NULL_HANDLE;
+static VkSwapchainKHR           g_Swapchain = VK_NULL_HANDLE;
+static VkRenderPass             g_RenderPass = VK_NULL_HANDLE;
+static uint32_t                 g_QueueFamily = 0;
+static VkQueue                  g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_Debug_Report = VK_NULL_HANDLE;
+
+static VkSurfaceFormatKHR       g_SurfaceFormat;
+static VkImageSubresourceRange  g_ImageRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
+static VkPresentModeKHR         g_PresentMode;
+
+static VkPipelineCache          g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool         g_DescriptorPool = VK_NULL_HANDLE;
+
+static int                      fb_width = 0, fb_height = 0;
+static bool                     g_ResizeWanted = false;
+static int                      g_ResizeWidth = 0, g_ResizeHeight = 0;
+static uint32_t                 g_BackbufferIndices[IMGUI_VK_QUEUED_FRAMES];    // keep track of recently rendered swapchain frame indices
+static uint32_t                 g_BackBufferCount = 0;
+static VkImage                  g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
+static VkImageView              g_BackBufferView[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
+static VkFramebuffer            g_Framebuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
+
+static uint32_t                 g_FrameIndex = 0;
+static VkCommandPool            g_CommandPool[IMGUI_VK_QUEUED_FRAMES];
+static VkCommandBuffer          g_CommandBuffer[IMGUI_VK_QUEUED_FRAMES];
+static VkFence                  g_Fence[IMGUI_VK_QUEUED_FRAMES];
+static VkSemaphore              g_PresentCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
+static VkSemaphore              g_RenderCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
+
+static VkClearValue             g_ClearValue = {};
+
+static void check_vk_result(VkResult err)
+{
+    if (err == 0) return;
+    printf("VkResult %d\n", err);
+    if (err < 0)
+        abort();
+}
+
+static void resize_vulkan(int w, int h)
+{
+    VkResult err;
+    VkSwapchainKHR old_swapchain = g_Swapchain;
+    err = vkDeviceWaitIdle(g_Device);
+    check_vk_result(err);
+
+    // Destroy old Framebuffer:
+    for (uint32_t i = 0; i < g_BackBufferCount; i++)
+        if (g_BackBufferView[i])
+            vkDestroyImageView(g_Device, g_BackBufferView[i], g_Allocator);
+    for (uint32_t i = 0; i < g_BackBufferCount; i++)
+        if (g_Framebuffer[i])
+            vkDestroyFramebuffer(g_Device, g_Framebuffer[i], g_Allocator);
+    if (g_RenderPass)
+        vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator);
+
+    // Create Swapchain:
+    {
+        VkSwapchainCreateInfoKHR info = {};
+        info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
+        info.surface = g_Surface;
+        info.imageFormat = g_SurfaceFormat.format;
+        info.imageColorSpace = g_SurfaceFormat.colorSpace;
+        info.imageArrayLayers = 1;
+        info.imageUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+        info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
+        info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
+        info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
+        info.presentMode = g_PresentMode;
+        info.clipped = VK_TRUE;
+        info.oldSwapchain = old_swapchain;
+        VkSurfaceCapabilitiesKHR cap;
+        err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(g_Gpu, g_Surface, &cap);
+        check_vk_result(err);
+        if (cap.maxImageCount > 0)
+            info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount;
+        else
+            info.minImageCount = cap.minImageCount + 2;
+
+        if (cap.currentExtent.width == 0xffffffff)
+        {
+            fb_width = w;
+            fb_height = h;
+            info.imageExtent.width = fb_width;
+            info.imageExtent.height = fb_height;
+        }
+        else
+        {
+            fb_width = cap.currentExtent.width;
+            fb_height = cap.currentExtent.height;
+            info.imageExtent.width = fb_width;
+            info.imageExtent.height = fb_height;
+        }
+        err = vkCreateSwapchainKHR(g_Device, &info, g_Allocator, &g_Swapchain);
+        check_vk_result(err);
+        err = vkGetSwapchainImagesKHR(g_Device, g_Swapchain, &g_BackBufferCount, NULL);
+        check_vk_result(err);
+        err = vkGetSwapchainImagesKHR(g_Device, g_Swapchain, &g_BackBufferCount, g_BackBuffer);
+        check_vk_result(err);
+    }
+    if (old_swapchain)
+        vkDestroySwapchainKHR(g_Device, old_swapchain, g_Allocator);
+
+    // Create the Render Pass:
+    {
+        VkAttachmentDescription attachment = {};
+        attachment.format = g_SurfaceFormat.format;
+        attachment.samples = VK_SAMPLE_COUNT_1_BIT;
+        attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
+        attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+        attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+        attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+        attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+        attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+        VkAttachmentReference color_attachment = {};
+        color_attachment.attachment = 0;
+        color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+        VkSubpassDescription subpass = {};
+        subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
+        subpass.colorAttachmentCount = 1;
+        subpass.pColorAttachments = &color_attachment;
+        VkSubpassDependency dependency = {};
+        dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
+        dependency.dstSubpass = 0;
+        dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        dependency.srcAccessMask = 0;
+        dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+        VkRenderPassCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+        info.attachmentCount = 1;
+        info.pAttachments = &attachment;
+        info.subpassCount = 1;
+        info.pSubpasses = &subpass;
+        info.dependencyCount = 1;
+        info.pDependencies = &dependency;
+        err = vkCreateRenderPass(g_Device, &info, g_Allocator, &g_RenderPass);
+        check_vk_result(err);
+    }
+
+    // Create The Image Views
+    {
+        VkImageViewCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+        info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+        info.format = g_SurfaceFormat.format;
+        info.components.r = VK_COMPONENT_SWIZZLE_R;
+        info.components.g = VK_COMPONENT_SWIZZLE_G;
+        info.components.b = VK_COMPONENT_SWIZZLE_B;
+        info.components.a = VK_COMPONENT_SWIZZLE_A;
+        info.subresourceRange = g_ImageRange;
+        for (uint32_t i = 0; i < g_BackBufferCount; i++)
+        {
+            info.image = g_BackBuffer[i];
+            err = vkCreateImageView(g_Device, &info, g_Allocator, &g_BackBufferView[i]);
+            check_vk_result(err);
+        }
+    }
+
+    // Create Framebuffer:
+    {
+        VkImageView attachment[1];
+        VkFramebufferCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+        info.renderPass = g_RenderPass;
+        info.attachmentCount = 1;
+        info.pAttachments = attachment;
+        info.width = fb_width;
+        info.height = fb_height;
+        info.layers = 1;
+        for (uint32_t i = 0; i < g_BackBufferCount; i++)
+        {
+            attachment[0] = g_BackBufferView[i];
+            err = vkCreateFramebuffer(g_Device, &info, g_Allocator, &g_Framebuffer[i]);
+            check_vk_result(err);
+        }
+    }
+}
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(
+    VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+    (void)flags; (void)object; (void)pUserData; (void)pLayerPrefix; (void)messageCode; (void)location;
+    printf("[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage );
+    return VK_FALSE;
+}
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+static void setup_vulkan(GLFWwindow* window)
+{
+    VkResult err;
+
+    // Create Vulkan Instance
+    {
+        uint32_t extensions_count;
+        const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
+
+        VkInstanceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+        create_info.enabledExtensionCount = extensions_count;
+        create_info.ppEnabledExtensionNames = glfw_extensions;
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+        // enabling multiple validation layers grouped as lunarg standard validation
+        const char* layers[] = {"VK_LAYER_LUNARG_standard_validation"};
+        create_info.enabledLayerCount = 1;
+        create_info.ppEnabledLayerNames = layers;
+
+        // need additional storage for char pointer to debug report extension
+        const char** extensions = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
+        for (size_t i = 0; i < extensions_count; i++)
+            extensions[i] = glfw_extensions[i];
+        extensions[ extensions_count ] = "VK_EXT_debug_report";
+        create_info.enabledExtensionCount = extensions_count+1;
+        create_info.ppEnabledExtensionNames = extensions;
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+        err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+        check_vk_result(err);
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+        free(extensions);
+
+        // create the debug report callback
+        VkDebugReportCallbackCreateInfoEXT debug_report_ci ={};
+        debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+        debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+        debug_report_ci.pfnCallback = debug_report;
+        debug_report_ci.pUserData = NULL;
+        
+        // get the proc address of the function pointer, required for used extensions
+        PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT = 
+            (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+
+        err = vkCreateDebugReportCallbackEXT( g_Instance, &debug_report_ci, g_Allocator, &g_Debug_Report );
+        check_vk_result(err);
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+    }
+
+    // Create Window Surface
+    {
+        err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &g_Surface);
+        check_vk_result(err);
+    }
+
+    // Get GPU
+    {
+        uint32_t gpu_count;
+        err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
+        check_vk_result(err);
+
+        VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
+        err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
+        check_vk_result(err);
+
+        // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
+        // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
+        // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
+        g_Gpu = gpus[0];
+        free(gpus);
+    }
+
+    // Get queue
+    {
+        uint32_t count;
+        vkGetPhysicalDeviceQueueFamilyProperties(g_Gpu, &count, NULL);
+        VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
+        vkGetPhysicalDeviceQueueFamilyProperties(g_Gpu, &count, queues);
+        for (uint32_t i = 0; i < count; i++)
+        {
+            if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
+            {
+                g_QueueFamily = i;
+                break;
+            }
+        }
+        free(queues);
+    }
+
+    // Check for WSI support
+    {
+        VkBool32 res;
+        vkGetPhysicalDeviceSurfaceSupportKHR(g_Gpu, g_QueueFamily, g_Surface, &res);
+        if (res != VK_TRUE)
+        {
+            fprintf(stderr, "Error no WSI support on physical device 0\n");
+            exit(-1);
+        }
+    }
+
+    // Get Surface Format
+    {
+        // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
+        // Assuming that the default behavior is without setting this bit, there is no need for separate Spawchain image and image view format
+        // additionally several new color spaces were introduced with Vulkan Spec v1.0.40
+        // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used
+        uint32_t count;
+        vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, NULL);
+        VkSurfaceFormatKHR *formats = (VkSurfaceFormatKHR*)malloc(sizeof(VkSurfaceFormatKHR) * count);
+        vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, formats);
+
+        // first check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
+        if (count == 1)
+        {
+            if( formats[0].format == VK_FORMAT_UNDEFINED )
+            {
+                g_SurfaceFormat.format = VK_FORMAT_B8G8R8A8_UNORM;
+                g_SurfaceFormat.colorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+            }
+            else
+            {   // no point in searching another format
+                g_SurfaceFormat = formats[0];
+            }
+        }
+        else
+        {
+            // request several formats, the first found will be used 
+            VkFormat requestSurfaceImageFormat[] = {VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM};
+            VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+            bool requestedFound = false;
+            for (size_t i = 0; i < sizeof(requestSurfaceImageFormat) / sizeof(requestSurfaceImageFormat[0]); i++)
+            {
+                if( requestedFound ) {
+                    break;
+                }
+                for (uint32_t j = 0; j < count; j++)
+                {
+                    if (formats[j].format == requestSurfaceImageFormat[i] && formats[j].colorSpace == requestSurfaceColorSpace)
+                    {
+                        g_SurfaceFormat = formats[j];
+                        requestedFound = true;
+                    }
+                }
+            }
+
+            // if none of the requested image formats could be found, use the first available
+            if (!requestedFound)
+                g_SurfaceFormat = formats[0];
+        }
+        free(formats);
+    }
+
+
+    // Get Present Mode
+    {
+        // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
+#ifdef IMGUI_UNLIMITED_FRAME_RATE
+        g_PresentMode = VK_PRESENT_MODE_MAILBOX_KHR; //VK_PRESENT_MODE_IMMEDIATE_KHR;
+#else
+        g_PresentMode = VK_PRESENT_MODE_FIFO_KHR;
+#endif
+        uint32_t count = 0;
+        vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, nullptr);
+        VkPresentModeKHR* presentModes = (VkPresentModeKHR*)malloc(sizeof(VkQueueFamilyProperties) * count);
+        vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, presentModes);
+        bool presentModeAvailable = false;
+        for (size_t i = 0; i < count; i++) 
+        {
+            if (presentModes[i] == g_PresentMode)
+            {
+                presentModeAvailable = true;
+                break;
+            }
+        }
+        if (!presentModeAvailable)
+            g_PresentMode = VK_PRESENT_MODE_FIFO_KHR;   // always available
+    }
+
+
+    // Create Logical Device
+    {
+        int device_extension_count = 1;
+        const char* device_extensions[] = {"VK_KHR_swapchain"};
+        const uint32_t queue_index = 0;
+        const uint32_t queue_count = 1;
+        const float queue_priority[] = {1.0f};
+        VkDeviceQueueCreateInfo queue_info[1] = {};
+        queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+        queue_info[0].queueFamilyIndex = g_QueueFamily;
+        queue_info[0].queueCount = queue_count;
+        queue_info[0].pQueuePriorities = queue_priority;
+        VkDeviceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+        create_info.queueCreateInfoCount = sizeof(queue_info)/sizeof(queue_info[0]);
+        create_info.pQueueCreateInfos = queue_info;
+        create_info.enabledExtensionCount = device_extension_count;
+        create_info.ppEnabledExtensionNames = device_extensions;
+        err = vkCreateDevice(g_Gpu, &create_info, g_Allocator, &g_Device);
+        check_vk_result(err);
+        vkGetDeviceQueue(g_Device, g_QueueFamily, queue_index, &g_Queue);
+    }
+
+    // Create Framebuffers
+    {
+        int w, h;
+        glfwGetFramebufferSize(window, &w, &h);
+        resize_vulkan(w, h);
+    }
+
+    // Create Command Buffers
+    for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
+    {
+        {
+            VkCommandPoolCreateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+            info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
+            info.queueFamilyIndex = g_QueueFamily;
+            err = vkCreateCommandPool(g_Device, &info, g_Allocator, &g_CommandPool[i]);
+            check_vk_result(err);
+        }
+        {
+            VkCommandBufferAllocateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+            info.commandPool = g_CommandPool[i];
+            info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+            info.commandBufferCount = 1;
+            err = vkAllocateCommandBuffers(g_Device, &info, &g_CommandBuffer[i]);
+            check_vk_result(err);
+        }
+        {
+            VkFenceCreateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+            info.flags = VK_FENCE_CREATE_SIGNALED_BIT;
+            err = vkCreateFence(g_Device, &info, g_Allocator, &g_Fence[i]);
+            check_vk_result(err);
+        }
+        {
+            VkSemaphoreCreateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
+            err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_PresentCompleteSemaphore[i]);
+            check_vk_result(err);
+            err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_RenderCompleteSemaphore[i]);
+            check_vk_result(err);
+        }
+    }
+
+    // Create Descriptor Pool
+    {
+        VkDescriptorPoolSize pool_size[11] =
+        {
+            { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
+            { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
+            { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
+            { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
+            { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
+            { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
+            { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
+            { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
+            { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
+            { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
+            { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
+        };
+        VkDescriptorPoolCreateInfo pool_info = {};
+        pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+        pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+        pool_info.maxSets = 1000 * 11;
+        pool_info.poolSizeCount = 11;
+        pool_info.pPoolSizes = pool_size;
+        err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+        check_vk_result(err);
+    }
+}
+
+static void cleanup_vulkan()
+{
+    vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+    for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
+    {
+        vkDestroyFence(g_Device, g_Fence[i], g_Allocator);
+        vkFreeCommandBuffers(g_Device, g_CommandPool[i], 1, &g_CommandBuffer[i]);
+        vkDestroyCommandPool(g_Device, g_CommandPool[i], g_Allocator);
+        vkDestroySemaphore(g_Device, g_PresentCompleteSemaphore[i], g_Allocator);
+        vkDestroySemaphore(g_Device, g_RenderCompleteSemaphore[i], g_Allocator);
+    }
+    for (uint32_t i = 0; i < g_BackBufferCount; i++)
+    {
+        vkDestroyImageView(g_Device, g_BackBufferView[i], g_Allocator);
+        vkDestroyFramebuffer(g_Device, g_Framebuffer[i], g_Allocator);
+    }
+    vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator);
+    vkDestroySwapchainKHR(g_Device, g_Swapchain, g_Allocator);
+    vkDestroySurfaceKHR(g_Instance, g_Surface, g_Allocator);
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+    // get the proc address of the function pointer, required for used extensions
+    auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+    vkDestroyDebugReportCallbackEXT(g_Instance, g_Debug_Report, g_Allocator);
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+    vkDestroyDevice(g_Device, g_Allocator);
+    vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void frame_begin()
+{
+    VkResult err;
+    for (;;)
+    {
+        err = vkWaitForFences(g_Device, 1, &g_Fence[g_FrameIndex], VK_TRUE, 100);
+        if (err == VK_SUCCESS) break;
+        if (err == VK_TIMEOUT) continue;
+        check_vk_result(err);
+    }
+    {
+        err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_PresentCompleteSemaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackbufferIndices[g_FrameIndex]);
+        check_vk_result(err);
+    }
+    {
+        err = vkResetCommandPool(g_Device, g_CommandPool[g_FrameIndex], 0);
+        check_vk_result(err);
+        VkCommandBufferBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+        info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+        err = vkBeginCommandBuffer(g_CommandBuffer[g_FrameIndex], &info);
+        check_vk_result(err);
+    }
+    {
+        VkRenderPassBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+        info.renderPass = g_RenderPass;
+        info.framebuffer = g_Framebuffer[g_BackbufferIndices[g_FrameIndex]];
+        info.renderArea.extent.width = fb_width;
+        info.renderArea.extent.height = fb_height;
+        info.clearValueCount = 1;
+        info.pClearValues = &g_ClearValue;
+        vkCmdBeginRenderPass(g_CommandBuffer[g_FrameIndex], &info, VK_SUBPASS_CONTENTS_INLINE);
+    }
+}
+
+static void frame_end()
+{
+    VkResult err;
+    vkCmdEndRenderPass(g_CommandBuffer[g_FrameIndex]);
+    {
+        VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        VkSubmitInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+        info.waitSemaphoreCount = 1;
+        info.pWaitSemaphores = &g_PresentCompleteSemaphore[g_FrameIndex];
+        info.pWaitDstStageMask = &wait_stage;
+        info.commandBufferCount = 1;
+        info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex];
+        info.signalSemaphoreCount = 1;
+        info.pSignalSemaphores = &g_RenderCompleteSemaphore[g_FrameIndex];
+
+        err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]);
+        check_vk_result(err);
+        err = vkResetFences(g_Device, 1, &g_Fence[g_FrameIndex]);
+        check_vk_result(err);
+        err = vkQueueSubmit(g_Queue, 1, &info, g_Fence[g_FrameIndex]);
+        check_vk_result(err);
+    }
+}
+
+static void frame_present()
+{
+    VkResult err;
+    VkSwapchainKHR swapchains[1] = {g_Swapchain};
+    uint32_t indices[1] = {g_BackbufferIndices[g_FrameIndex]};
+    VkPresentInfoKHR info = {};
+    info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+    info.waitSemaphoreCount = 1;
+    info.pWaitSemaphores = &g_RenderCompleteSemaphore[g_FrameIndex];
+    info.swapchainCount = 1;
+    info.pSwapchains = swapchains;
+    info.pImageIndices = indices;
+    err = vkQueuePresentKHR(g_Queue, &info);
+    check_vk_result(err);
+
+    g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
+}
+
+static void glfw_error_callback(int error, const char* description)
+{
+    fprintf(stderr, "Error %d: %s\n", error, description);
+}
+
+static void glfw_resize_callback(GLFWwindow*, int w, int h)
+{
+    g_ResizeWanted = true;
+    g_ResizeWidth = w;
+    g_ResizeHeight = h;
+}
+
+int main(int, char**)
+{
+    // Setup window
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+
+    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+Vulkan example", NULL, NULL);
+
+    // Setup Vulkan
+    if (!glfwVulkanSupported())
+    {
+        printf("GLFW: Vulkan Not Supported\n");
+        return 1;
+    }
+    setup_vulkan(window);
+    glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    ImGui_ImplGlfwVulkan_Init_Data init_data = {};
+    init_data.allocator = g_Allocator;
+    init_data.gpu = g_Gpu;
+    init_data.device = g_Device;
+    init_data.render_pass = g_RenderPass;
+    init_data.pipeline_cache = g_PipelineCache;
+    init_data.descriptor_pool = g_DescriptorPool;
+    init_data.check_vk_result = check_vk_result;
+
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    // Upload Fonts
+    {
+        VkResult err;
+        err = vkResetCommandPool(g_Device, g_CommandPool[g_FrameIndex], 0);
+        check_vk_result(err);
+        VkCommandBufferBeginInfo begin_info = {};
+        begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+        begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+        err = vkBeginCommandBuffer(g_CommandBuffer[g_FrameIndex], &begin_info);
+        check_vk_result(err);
+
+        ImGui_ImplGlfwVulkan_CreateFontsTexture(g_CommandBuffer[g_FrameIndex]);
+
+        VkSubmitInfo end_info = {};
+        end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+        end_info.commandBufferCount = 1;
+        end_info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex];
+        err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]);
+        check_vk_result(err);
+        err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
+        check_vk_result(err);
+
+        err = vkDeviceWaitIdle(g_Device);
+        check_vk_result(err);
+        ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
+    }
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+
+    // Main loop
+    while (!glfwWindowShouldClose(window))
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        glfwPollEvents();
+
+        if (g_ResizeWanted)
+            resize_vulkan(g_ResizeWidth, g_ResizeHeight);
+        g_ResizeWanted = false;
+
+        ImGui_ImplGlfwVulkan_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
+        frame_begin();
+        ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
+        frame_end();
+        frame_present();
+    }
+
+    // Cleanup
+    VkResult err = vkDeviceWaitIdle(g_Device);
+    check_vk_result(err);
+    ImGui_ImplGlfwVulkan_Shutdown();
+    ImGui::DestroyContext();
+    cleanup_vulkan();
+    glfwTerminate();
+
+    return 0;
+}
diff --git a/source/imgui/imconfig.h b/source/imgui/imconfig.h
new file mode 100644
index 0000000000000000000000000000000000000000..47f4f54fe67199f8e1ffdadc6609e202f33084e4
--- /dev/null
+++ b/source/imgui/imconfig.h
@@ -0,0 +1,69 @@
+//-----------------------------------------------------------------------------
+// COMPILE-TIME OPTIONS FOR DEAR IMGUI
+// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
+// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
+//-----------------------------------------------------------------------------
+// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
+// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" 
+// C) Many compile-time options have an effect on data structures. They need defined consistently _everywhere_ imgui.h is included, 
+// not only for the imgui*.cpp compilation units. Defining those options in imconfig.h will ensure they correctly get used everywhere.
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+//---- Define assertion handler. Defaults to calling assert().
+//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)
+
+//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
+//#define IMGUI_API __declspec( dllexport )
+//#define IMGUI_API __declspec( dllimport )
+
+//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names
+//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+//---- Don't implement default handlers for Windows (so as not to link with certain functions)
+//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS   // Don't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS         // Don't use and link with ImmGetContext/ImmSetCompositionWindow.
+
+//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
+//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
+//#define IMGUI_DISABLE_DEMO_WINDOWS
+
+//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
+//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
+
+//---- Include imgui_user.h at the end of imgui.h as a convenience
+//#define IMGUI_INCLUDE_IMGUI_USER_H
+
+//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway)
+//#define IMGUI_USE_BGRA_PACKED_COLOR
+
+//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
+// By default the embedded implementations are declared static and not available outside of imgui cpp files.
+//#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
+//#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+
+//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
+// This will be inlined as part of ImVec2 and ImVec4 class declarations.
+/*
+#define IM_VEC2_CLASS_EXTRA                                                 \
+        ImVec2(const MyVec2& f) { x = f.x; y = f.y; }                       \
+        operator MyVec2() const { return MyVec2(x,y); }
+
+#define IM_VEC4_CLASS_EXTRA                                                 \
+        ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; }     \
+        operator MyVec4() const { return MyVec4(x,y,z,w); }
+*/
+
+//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
+//#define ImDrawIdx unsigned int
+
+//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
+/*
+namespace ImGui
+{
+    void MyFunction(const char* name, const MyMatrix44& v);
+}
+*/
diff --git a/source/imgui/imgui.cpp b/source/imgui/imgui.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..33b35193861e31919b205564484f2b91566377ee
--- /dev/null
+++ b/source/imgui/imgui.cpp
@@ -0,0 +1,13371 @@
+// dear imgui, v1.60
+// (main code and documentation)
+
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
+// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+// Releases change-log at https://github.com/ocornut/imgui/releases
+// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
+// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
+// This library is free but I need your support to sustain development and maintenance.
+// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui
+
+// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
+// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without 
+// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't 
+// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you 
+// to a better solution or official support for them.
+
+/*
+
+ Index
+ - MISSION STATEMENT
+ - END-USER GUIDE
+ - PROGRAMMER GUIDE (read me!)
+   - Read first
+   - How to update to a newer version of Dear ImGui
+   - Getting started with integrating Dear ImGui in your code/engine
+   - Using gamepad/keyboard navigation controls [BETA]
+ - API BREAKING CHANGES (read me when you update!)
+ - ISSUES & TODO LIST
+ - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
+   - How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
+   - How can I display an image? What is ImTextureID, how does it works?
+   - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
+   - How can I load a different font than the default?
+   - How can I easily use icons in my application?
+   - How can I load multiple fonts?
+   - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
+   - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
+   - I integrated Dear ImGui in my engine and the text or lines are blurry..
+   - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
+   - How can I help?
+ - ISSUES & TODO-LIST
+ - CODE
+
+
+ MISSION STATEMENT
+ =================
+
+ - Easy to use to create code-driven and data-driven tools
+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
+ - Easy to hack and improve
+ - Minimize screen real-estate usage
+ - Minimize setup and maintenance
+ - Minimize state storage on user side
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.)
+ - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window, 
+   opening a tree node for the first time, etc. but a typical frame should not allocate anything)
+
+ Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
+ - Doesn't look fancy, doesn't animate
+ - Limited layout features, intricate layouts are typically crafted in code
+
+
+ END-USER GUIDE
+ ==============
+
+ - Double-click on title bar to collapse window.
+ - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().
+ - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).
+ - Click and drag on any empty space to move window.
+ - TAB/SHIFT+TAB to cycle through keyboard editable fields.
+ - CTRL+Click on a slider or drag box to input value as text.
+ - Use mouse wheel to scroll.
+ - Text editor:
+   - Hold SHIFT or use mouse to select text.
+   - CTRL+Left/Right to word jump.
+   - CTRL+Shift+Left/Right to select words.
+   - CTRL+A our Double-Click to select all.
+   - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/
+   - CTRL+Z,CTRL+Y to undo/redo.
+   - ESCAPE to revert text to its original value.
+   - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
+   - Controls are automatically adjusted for OSX to match standard OSX text editing operations.
+ - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
+ - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW
+
+
+ PROGRAMMER GUIDE
+ ================
+
+ READ FIRST
+
+ - Read the FAQ below this section!
+ - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
+   or destruction steps, less data retention on your side, less state duplication, less state synchronization, less bugs.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
+ - You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
+
+ HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+
+ - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
+ - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. 
+   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed 
+   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will 
+   likely be a comment about it. Please report any issue to the GitHub page!
+ - Try to keep your copy of dear imgui reasonably up to date.
+
+ GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+
+ - Run and study the examples and demo to get acquainted with the library.
+ - Add the Dear ImGui source files to your projects, using your preferred build system. 
+   It is recommended you build the .cpp files as part of your project and not as a library.
+ - You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
+ - You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder.
+ - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
+
+ - Init: retrieve the ImGuiIO structure with ImGui::GetIO() and fill the fields marked 'Settings': at minimum you need to set io.DisplaySize
+   (application resolution). Later on you will fill your keyboard mapping, clipboard handlers, and other advanced features but for a basic 
+   integration you don't need to worry about it all.
+ - Init: call io.Fonts->GetTexDataAsRGBA32(...), it will build the font atlas texture, then load the texture pixels into graphics memory.
+ - Every frame:
+    - In your main loop as early a possible, fill the IO fields marked 'Input' (e.g. mouse position, buttons, keyboard info, etc.)
+    - Call ImGui::NewFrame() to begin the frame
+    - You can use any ImGui function you want between NewFrame() and Render()
+    - Call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your io.RenderDrawListFn handler.
+       (Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwhise some features will break)
+ - All rendering information are stored into command-lists until ImGui::Render() is called.
+ - Dear ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
+ - Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases 
+   of your own application.
+ - Refer to the examples applications in the examples/ folder for instruction on how to setup your code.
+ - A minimal application skeleton may be:
+
+     // Application init
+     ImGui::CreateContext();
+     ImGuiIO& io = ImGui::GetIO();
+     io.DisplaySize.x = 1920.0f;
+     io.DisplaySize.y = 1280.0f;
+     // TODO: Fill others settings of the io structure later.
+
+     // Load texture atlas (there is a default font so you don't need to care about choosing a font yet)
+     unsigned char* pixels;
+     int width, height;
+     io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
+     // TODO: At this points you've got the texture data and you need to upload that your your graphic system:
+     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA)
+     // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'. This will be passed back to your via the renderer.
+     io.Fonts->TexID = (void*)texture;
+
+     // Application main loop
+     while (true)
+     {
+        // Setup low-level inputs (e.g. on Win32, GetKeyboardState(), or write to those fields from your Windows message loop handlers, etc.)
+        ImGuiIO& io = ImGui::GetIO();
+        io.DeltaTime = 1.0f/60.0f;
+        io.MousePos = mouse_pos;
+        io.MouseDown[0] = mouse_button_0;
+        io.MouseDown[1] = mouse_button_1;
+
+        // Call NewFrame(), after this point you can use ImGui::* functions anytime
+        ImGui::NewFrame();
+
+        // Most of your application code here
+        MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
+        MyGameRender(); // may use any ImGui functions as well!
+     
+        // Render & swap video buffers
+        ImGui::Render();
+        MyImGuiRenderFunction(ImGui::GetDrawData());
+        SwapBuffers();
+     }
+
+     // Shutdown
+     ImGui::DestroyContext();
+
+
+ - A minimal render function skeleton may be:
+
+    void void MyRenderFunction(ImDrawData* draw_data)
+    {
+       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+       // TODO: Setup viewport, orthographic projection matrix
+       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
+       for (int n = 0; n < draw_data->CmdListsCount; n++)
+       {
+          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by ImGui
+          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by ImGui
+          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+          {
+             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+             if (pcmd->UserCallback)
+             {
+                 pcmd->UserCallback(cmd_list, pcmd);
+             }
+             else
+             {
+                 // The texture for the draw call is specified by pcmd->TextureId. 
+                 // The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization. 
+                 MyEngineBindTexture(pcmd->TextureId);
+
+                 // We are using scissoring to clip some objects. All low-level graphics API supports it.
+                 // If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches 
+                 // (some elements visible outside their bounds) but you can fix that once everywhere else works!
+                 MyEngineScissor((int)pcmd->ClipRect.x, (int)pcmd->ClipRect.y, (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
+
+                 // Render 'pcmd->ElemCount/3' indexed triangles.
+                 // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits if your engine doesn't support 16-bits indices.
+                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
+             }
+             idx_buffer += pcmd->ElemCount;
+          }
+       }
+    }
+
+ - The examples/ folders contains many functional implementation of the pseudo-code above.
+ - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. 
+   They tell you if ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the rest of your application.
+   However, in both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags.
+ - Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues!
+
+ USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA]
+
+ - The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
+ - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
+ - Gamepad:
+    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
+    - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). 
+      Note that io.NavInputs[] is cleared by EndFrame().
+    - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
+         0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
+    - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
+      Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
+    - You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
+    - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo 
+      to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
+ - Keyboard:
+    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. 
+      NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
+    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
+      will be set. For more advanced uses, you may want to read from:
+       - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
+       - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
+       - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
+      Please reach out if you think the game vs navigation input sharing could be improved.
+ - Mouse:
+    - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
+    - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
+    - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
+      Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
+      When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
+      When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
+      (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
+      (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
+       to set a boolean to ignore your other external mouse positions until the external source is moved again.)
+
+
+ API BREAKING CHANGES
+ ====================
+
+ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
+ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
+ Also read releases logs https://github.com/ocornut/imgui/releases for more details.
+
+ - 2018/03/20 (1.60) - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
+ - 2018/03/12 (1.60) - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
+ - 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
+ - 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
+ - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. 
+ - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
+ - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
+                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+                       - removed Shutdown() function, as DestroyContext() serve this purpose.
+                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
+                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
+                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
+ - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
+ - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
+ - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
+ - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
+ - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
+                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
+ - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
+ - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
+ - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
+ - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
+                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
+ - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
+ - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
+ - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
+ - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
+ - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
+ - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
+ - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
+                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
+ - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
+ - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
+ - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). 
+ - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
+ - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! 
+                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
+                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
+ - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
+ - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
+ - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame.
+ - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
+ - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete).
+ - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete).
+ - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
+ - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
+                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
+                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))'
+ - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
+ - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
+ - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
+ - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
+ - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
+ - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+ - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
+ - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. 
+                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. 
+                       However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color.
+                           ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
+                           {
+                               float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a;
+                               return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
+                           }
+                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
+ - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
+ - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
+ - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
+ - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
+ - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
+ - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
+ - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
+ - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
+ - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
+ - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
+ - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+ - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
+                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
+                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
+ - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
+ - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
+ - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
+ - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
+                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
+ - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
+                     - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+                     - the signature of the io.RenderDrawListsFn handler has changed!
+                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
+                         argument:   'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
+                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
+                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
+                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
+                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
+ - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
+ - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
+ - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
+ - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
+ - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
+ - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
+ - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
+ - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
+ - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+ - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
+ - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
+ - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
+ - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
+ - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
+ - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
+ - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
+ - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
+ - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
+ - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
+ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
+ - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
+              (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
+                       font init:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>
+                       became:     unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier;
+                       you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
+                       it is now recommended that you sample the font texture with bilinear interpolation.
+              (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
+              (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
+              (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
+ - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
+ - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
+ - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
+ - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
+ - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
+ - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
+ - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
+ - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
+ - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
+ - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
+ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
+
+
+ ISSUES & TODO-LIST
+ ==================
+ See TODO.txt
+
+
+ FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
+ ======================================
+
+ Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
+ A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure. 
+    - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
+    - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
+    - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
+    Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false.
+     This is because imgui needs to detect that you clicked in the void to unfocus its windows.
+    Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
+     It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
+     Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also 
+     perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
+    Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically 
+     have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
+     were targetted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
+
+ Q: How can I display an image? What is ImTextureID, how does it works?
+ A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
+    Dear ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
+    It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
+    At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
+    Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
+    (C++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
+    To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
+    Dear ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
+    You may call ImGui::ShowMetricsWindow() to explore active draw lists and visualize/understand how the draw data is generated.
+    It is your responsibility to get textures uploaded to your GPU.
+
+ Q: How can I have multiple widgets with the same label or without a label? 
+ A: A primer on labels and the ID Stack...
+
+   - Elements that are typically not clickable, such as Text() items don't need an ID.
+
+   - Interactive widgets require state to be carried over multiple frames (most typically Dear ImGui
+     often needs to remember what is the "active" widget). To do so they need a unique ID. Unique ID 
+     are typically derived from a string label, an integer index or a pointer.
+
+       Button("OK");          // Label = "OK",     ID = top of id stack + hash of "OK"
+       Button("Cancel");      // Label = "Cancel", ID = top of id stack + hash of "Cancel"
+
+   - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
+     two buttons labeled "OK" in different windows or different tree locations is fine.
+
+   - If you have a same ID twice in the same location, you'll have a conflict:
+
+       Button("OK");
+       Button("OK");          // ID collision! Interacting with either button will trigger the first one.
+
+     Fear not! this is easy to solve and there are many ways to solve it!
+
+   - Solving ID conflict in a simple/local context:
+     When passing a label you can optionally specify extra ID information within string itself.
+     Use "##" to pass a complement to the ID that won't be visible to the end-user.
+     This helps solving the simple collision cases when you know e.g. at compilation time which items
+     are going to be created:
+
+       Button("Play");        // Label = "Play",   ID = top of id stack + hash of "Play"
+       Button("Play##foo1");  // Label = "Play",   ID = top of id stack + hash of "Play##foo1" (different from above)
+       Button("Play##foo2");  // Label = "Play",   ID = top of id stack + hash of "Play##foo2" (different from above)
+
+   - If you want to completely hide the label, but still need an ID:
+
+       Checkbox("##On", &b);  // Label = "",       ID = top of id stack + hash of "##On" (no label!)
+
+   - Occasionally/rarely you might want change a label while preserving a constant ID. This allows
+     you to animate labels. For example you may want to include varying information in a window title bar, 
+     but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
+
+       Button("Hello###ID";   // Label = "Hello",  ID = top of id stack + hash of "ID"
+       Button("World###ID";   // Label = "World",  ID = top of id stack + hash of "ID" (same as above)
+
+       sprintf(buf, "My game (%f FPS)###MyGame", fps);
+       Begin(buf);            // Variable label,   ID = hash of "MyGame"
+
+   - Solving ID conflict in a more general manner:
+     Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts 
+     within the same window. This is the most convenient way of distinguishing ID when iterating and
+     creating many UI elements programmatically. 
+     You can push a pointer, a string or an integer value into the ID stack. 
+     Remember that ID are formed from the concatenation of _everything_ in the ID stack!
+
+       for (int i = 0; i < 100; i++)
+       {
+         PushID(i);
+         Button("Click");   // Label = "Click",  ID = top of id stack + hash of integer + hash of "Click"
+         PopID();
+       }
+
+       for (int i = 0; i < 100; i++)
+       {
+         MyObject* obj = Objects[i];
+         PushID(obj);
+         Button("Click");   // Label = "Click",  ID = top of id stack + hash of pointer + hash of "Click"
+         PopID();
+       }
+
+       for (int i = 0; i < 100; i++)
+       {
+         MyObject* obj = Objects[i];
+         PushID(obj->Name);
+         Button("Click");   // Label = "Click",  ID = top of id stack + hash of string + hash of "Click"
+         PopID();
+       }
+
+   - More example showing that you can stack multiple prefixes into the ID stack:
+
+       Button("Click");     // Label = "Click",  ID = top of id stack + hash of "Click"
+       PushID("node");
+       Button("Click");     // Label = "Click",  ID = top of id stack + hash of "node" + hash of "Click"
+         PushID(my_ptr);
+           Button("Click"); // Label = "Click",  ID = top of id stack + hash of "node" + hash of ptr + hash of "Click"
+         PopID();
+       PopID();
+
+   - Tree nodes implicitly creates a scope for you by calling PushID().
+
+       Button("Click");     // Label = "Click",  ID = top of id stack + hash of "Click"
+       if (TreeNode("node"))
+       {
+         Button("Click");   // Label = "Click",  ID = top of id stack + hash of "node" + hash of "Click"
+         TreePop();
+       }
+
+   - When working with trees, ID are used to preserve the open/close state of each tree node.
+     Depending on your use cases you may want to use strings, indices or pointers as ID.
+      e.g. when following a single pointer that may change over time, using a static string as ID
+       will preserve your node open/closed state when the targeted object change.
+      e.g. when displaying a list of objects, using indices or pointers as ID will preserve the 
+       node open/closed state differently. See what makes more sense in your situation!
+
+ Q: How can I load a different font than the default?
+ A: Use the font atlas to load the TTF/OTF file you want:
+      ImGuiIO& io = ImGui::GetIO();
+      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+    (default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code)
+
+    New programmers: remember that in C/C++ and most programming languages if you want to use a 
+    backslash \ within a string literal, you need to write it double backslash "\\":
+      io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels);   // WRONG (you are escape the M here!)
+      io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels);  // CORRECT
+      io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels);   // ALSO CORRECT
+
+ Q: How can I easily use icons in my application?
+ A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
+    main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?' 
+    and the file 'misc/fonts/README.txt' for instructions and useful header files.
+
+ Q: How can I load multiple fonts?
+ A: Use the font atlas to pack them into a single texture:
+    (Read misc/fonts/README.txt and the code in ImFontAtlas for more details.)
+
+      ImGuiIO& io = ImGui::GetIO();
+      ImFont* font0 = io.Fonts->AddFontDefault();
+      ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+      ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
+      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+      // the first loaded font gets used by default
+      // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
+
+      // Options
+      ImFontConfig config;
+      config.OversampleH = 3;
+      config.OversampleV = 1;
+      config.GlyphOffset.y -= 2.0f;      // Move everything by 2 pixels up
+      config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
+      io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
+
+      // Combine multiple fonts into one (e.g. for icon fonts)
+      ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
+      ImFontConfig config;
+      config.MergeMode = true;
+      io.Fonts->AddFontDefault();
+      io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
+      io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
+
+ Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. 
+
+      // Add default Japanese ranges
+      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
+   
+      // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
+      ImVector<ImWchar> ranges;
+      ImFontAtlas::GlyphRangesBuilder builder;
+      builder.AddText("Hello world");                        // Add a string (here "Hello world" contains 7 unique characters)
+      builder.AddChar(0x7262);                               // Add a specific character
+      builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
+      builder.BuildRanges(&ranges);                          // Build the final result (ordered ranges with all the unique characters submitted)
+      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
+
+    All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 
+    by using the u8"hello" syntax. Specifying literal in your source code using a local code page 
+    (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
+    Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
+
+    Text input: it is up to your application to pass the right character code by calling 
+    io.AddInputCharacter(). The applications in examples/ are doing that. For languages relying 
+    on an Input Method Editor (IME), on Windows you can copy the Hwnd of your application in the
+    io.ImeWindowHandle field. The default implementation of io.ImeSetInputScreenPosFn() will set
+    your Microsoft IME position correctly.
+
+ Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
+ A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags. 
+      Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
+    - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
+    - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData.
+
+ Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
+ A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
+    Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
+
+ Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
+ A: You are probably mishandling the clipping rectangles in your render function. 
+    Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
+
+ Q: How can I help?
+ A: - If you are experienced with Dear ImGui and C++, look at the github issues, or TODO.txt and see how you want/can help!
+    - Convince your company to fund development time! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
+    - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. 
+      You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers.
+      But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
+    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).
+
+ - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. 
+        this is also useful to set yourself in the context of another window (to get/set other settings)
+ - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug".
+ - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
+        of a deep nested inner loop in your code.
+ - tip: you can call Render() multiple times (e.g for VR renders).
+ - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
+
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#define IMGUI_DEFINE_MATH_OPERATORS
+#include "imgui_internal.h"
+
+#include <ctype.h>      // toupper, isprint
+#include <stdlib.h>     // NULL, malloc, free, qsort, atoi
+#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
+
+#define IMGUI_DEBUG_NAV_SCORING     0
+#define IMGUI_DEBUG_NAV_RECTS       0
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+// Clang warnings with -Weverything
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wunknown-pragmas"        // warning : unknown warning group '-Wformat-pedantic *'        // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
+#pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral"      // warning : format string is not a string literal              // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wexit-time-destructors"  // warning : declaration requires an exit-time destructor       // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.
+#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
+#pragma clang diagnostic ignored "-Wformat-pedantic"        // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. 
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#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
+#endif
+
+// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
+#ifdef _MSC_VER
+#define IMGUI_CDECL __cdecl
+#else
+#define IMGUI_CDECL
+#endif
+
+//-------------------------------------------------------------------------
+// Forward Declarations
+//-------------------------------------------------------------------------
+
+static bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true);
+
+static ImFont*          GetDefaultFont();
+static void             SetCurrentWindow(ImGuiWindow* window);
+static void             SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
+static void             SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
+static void             SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
+static void             SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
+static void             SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
+static ImGuiWindow*     FindHoveredWindow();
+static ImGuiWindow*     CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
+static void             CheckStacksSize(ImGuiWindow* window, bool write);
+static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
+
+static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
+static void             AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
+static void             AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
+
+static ImGuiWindowSettings* AddWindowSettings(const char* name);
+
+static void             LoadIniSettingsFromDisk(const char* ini_filename);
+static void             LoadIniSettingsFromMemory(const char* buf);
+static void             SaveIniSettingsToDisk(const char* ini_filename);
+static void             SaveIniSettingsToMemory(ImVector<char>& out_buf);
+static void             MarkIniSettingsDirty(ImGuiWindow* window);
+
+static ImRect           GetViewportRect();
+
+static void             ClosePopupToLevel(int remaining);
+static ImGuiWindow*     GetFrontMostModalRootWindow();
+
+static bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
+static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
+static ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
+
+static inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);
+static inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);
+static void             DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
+static bool             DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
+
+namespace ImGui
+{
+static void             NavUpdate();
+static void             NavUpdateWindowing();
+static void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
+
+static void             NewFrameUpdateMovingWindow();
+static void             NewFrameUpdateMouseInputs();
+static void             UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
+static void             FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
+}
+
+//-----------------------------------------------------------------------------
+// Platform dependent default implementations
+//-----------------------------------------------------------------------------
+
+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);
+
+//-----------------------------------------------------------------------------
+// Context
+//-----------------------------------------------------------------------------
+
+// Current context pointer. Implicitely used by all ImGui functions. Always assumed to be != NULL. 
+// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). 
+// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file. 
+// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can:
+// - Change this variable to use thread local storage. You may #define GImGui in imconfig.h for that purpose. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
+// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)
+#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)    { (void)user_data; return malloc(size); }
+static void    FreeWrapper(void* ptr, void* user_data)        { (void)user_data; free(ptr); }
+#else
+static void*   MallocWrapper(size_t size, void* user_data)    { (void)user_data; (void)size; IM_ASSERT(0); return NULL; }
+static void    FreeWrapper(void* ptr, void* user_data)        { (void)user_data; (void)ptr; IM_ASSERT(0); }
+#endif
+
+static void*  (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;
+static void   (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;
+static void*    GImAllocatorUserData = NULL;
+static size_t   GImAllocatorActiveAllocationsCount = 0;
+
+//-----------------------------------------------------------------------------
+// User facing structures
+//-----------------------------------------------------------------------------
+
+ImGuiStyle::ImGuiStyle()
+{
+    Alpha                   = 1.0f;             // Global alpha applies to everything in ImGui
+    WindowPadding           = ImVec2(8,8);      // Padding within a window
+    WindowRounding          = 7.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows
+    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    WindowMinSize           = ImVec2(32,32);    // Minimum window size
+    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
+    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
+    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
+    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
+    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
+    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
+    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
+    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns
+    ScrollbarSize           = 16.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
+    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
+    GrabMinSize             = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar
+    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
+    DisplayWindowPadding    = ImVec2(22,22);    // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
+    DisplaySafeAreaPadding  = ImVec2(4,4);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
+    AntiAliasedLines        = true;             // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
+    AntiAliasedFill         = true;             // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+
+    // Default theme
+    ImGui::StyleColorsDark(this);
+}
+
+// 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);
+    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
+    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
+    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
+}
+
+ImGuiIO::ImGuiIO()
+{
+    // Most fields are initialized with zero
+    memset(this, 0, sizeof(*this));
+
+    // Settings
+    ConfigFlags = 0x00;
+    BackendFlags = 0x00;
+    DisplaySize = ImVec2(-1.0f, -1.0f);
+    DeltaTime = 1.0f/60.0f;
+    IniSavingRate = 5.0f;
+    IniFilename = "imgui.ini";
+    LogFilename = "imgui_log.txt";
+    MouseDoubleClickTime = 0.30f;
+    MouseDoubleClickMaxDist = 6.0f;
+    for (int i = 0; i < ImGuiKey_COUNT; i++)
+        KeyMap[i] = -1;
+    KeyRepeatDelay = 0.250f;
+    KeyRepeatRate = 0.050f;
+    UserData = NULL;
+
+    Fonts = NULL;
+    FontGlobalScale = 1.0f;
+    FontDefault = NULL;
+    FontAllowUserScaling = false;
+    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
+    DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
+
+    // Advanced/subtle behaviors
+#ifdef __APPLE__
+    OptMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
+#else
+    OptMacOSXBehaviors = false;
+#endif
+    OptCursorBlink = true;
+
+    // Settings (User Functions)
+    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)
+{
+    const int n = ImStrlenW(InputCharacters);
+    if (n + 1 < IM_ARRAYSIZE(InputCharacters))
+    {
+        InputCharacters[n] = c;
+        InputCharacters[n+1] = '\0';
+    }
+}
+
+void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+{
+    // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
+    const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
+    ImWchar wchars[wchars_buf_len];
+    ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
+    for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++)
+        AddInputCharacter(wchars[i]);
+}
+
+//-----------------------------------------------------------------------------
+// HELPERS
+//-----------------------------------------------------------------------------
+
+#define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))   // Unsaturated, for display purpose 
+#define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255
+
+ImVec2 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;
+}
+
+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;
+    strncpy(dst, src, count);
+    dst[count-1] = 0;
+}
+
+char* ImStrdup(const char *str)
+{
+    size_t len = strlen(str) + 1;
+    void* buf = ImGui::MemAlloc(len);
+    return (char*)memcpy(buf, (const void*)str, len);
+}
+
+const char* ImStrchrRange(const char* str, const char* str_end, char c)
+{
+    for ( ; str < str_end; str++)
+        if (*str == c) 
+            return str; 
+    return NULL;
+}
+
+int ImStrlenW(const ImWchar* str)
+{
+    int n = 0;
+    while (*str++) n++;
+    return n;
+}
+
+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;
+}
+
+static const char* ImAtoi(const char* src, int* output)
+{
+    int negative = 0;
+    if (*src == '-') { negative = 1; src++; }
+    if (*src == '+') { src++; }
+    int v = 0;
+    while (*src >= '0' && *src <= '9')
+        v = (v * 10) + (*src++ - '0');
+    *output = negative ? -v : v;
+    return src;
+}
+
+// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). 
+// 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
+int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    int w = vsnprintf(buf, buf_size, fmt, args);
+    va_end(args);
+    if (buf == NULL)
+        return w;
+    if (w == -1 || w >= (int)buf_size)
+        w = (int)buf_size - 1;
+    buf[w] = 0;
+    return w;
+}
+
+int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
+{
+    int w = vsnprintf(buf, buf_size, fmt, args);
+    if (buf == NULL)
+        return w;
+    if (w == -1 || w >= (int)buf_size)
+        w = (int)buf_size - 1;
+    buf[w] = 0;
+    return w;
+}
+#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
+
+// Pass data_size==0 for zero-terminated strings
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImU32 ImHash(const void* data, int data_size, ImU32 seed)
+{
+    static ImU32 crc32_lut[256] = { 0 };
+    if (!crc32_lut[1])
+    {
+        const ImU32 polynomial = 0xEDB88320;
+        for (ImU32 i = 0; i < 256; i++)
+        {
+            ImU32 crc = i;
+            for (ImU32 j = 0; j < 8; j++)
+                crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
+            crc32_lut[i] = crc;
+        }
+    }
+
+    seed = ~seed;
+    ImU32 crc = seed;
+    const unsigned char* current = (const unsigned char*)data;
+
+    if (data_size > 0)
+    {
+        // Known size
+        while (data_size--)
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
+    }
+    else
+    {
+        // Zero-terminated string
+        while (unsigned char c = *current++)
+        {
+            // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+            // Because this syntax is rarely used we are optimizing for the common case.
+            // - If we reach ### in the string we discard the hash so far and reset to the seed.
+            // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
+            if (c == '#' && current[0] == '#' && current[1] == '#')
+                crc = seed;
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+        }
+    }
+    return ~crc;
+}
+
+//-----------------------------------------------------------------------------
+// ImText* helpers
+//-----------------------------------------------------------------------------
+
+// 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;
+    }
+}
+
+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;
+}
+
+ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
+{
+    float s = 1.0f/255.0f;
+    return ImVec4(
+        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
+}
+
+ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
+{
+    ImU32 out;
+    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
+    return out;
+}
+
+ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)  
+{ 
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = style.Colors[idx]; 
+    c.w *= style.Alpha * alpha_mul; 
+    return ColorConvertFloat4ToU32(c); 
+}
+
+ImU32 ImGui::GetColorU32(const ImVec4& col)
+{ 
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = col; 
+    c.w *= style.Alpha; 
+    return ColorConvertFloat4ToU32(c); 
+}
+
+const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
+{ 
+    ImGuiStyle& style = GImGui->Style;
+    return style.Colors[idx];
+}
+
+ImU32 ImGui::GetColorU32(ImU32 col)
+{ 
+    float style_alpha = GImGui->Style.Alpha;
+    if (style_alpha >= 1.0f)
+        return col;
+    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
+    a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
+    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
+}
+
+// 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 ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
+{
+    float K = 0.f;
+    if (g < b)
+    {
+        ImSwap(g, b);
+        K = -1.f;
+    }
+    if (r < g)
+    {
+        ImSwap(r, g);
+        K = -2.f / 6.f - K;
+    }
+
+    const float chroma = r - (g < b ? g : b);
+    out_h = fabsf(K + (g - b) / (6.f * chroma + 1e-20f));
+    out_s = chroma / (r + 1e-20f);
+    out_v = r;
+}
+
+// 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 ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
+{
+    if (s == 0.0f)
+    {
+        // gray
+        out_r = out_g = out_b = v;
+        return;
+    }
+
+    h = fmodf(h, 1.0f) / (60.0f/360.0f);
+    int   i = (int)h;
+    float f = h - (float)i;
+    float p = v * (1.0f - s);
+    float q = v * (1.0f - s * f);
+    float t = v * (1.0f - s * (1.0f - f));
+
+    switch (i)
+    {
+    case 0: out_r = v; out_g = t; out_b = p; break;
+    case 1: out_r = q; out_g = v; out_b = p; break;
+    case 2: out_r = p; out_g = v; out_b = t; break;
+    case 3: out_r = p; out_g = q; out_b = v; break;
+    case 4: out_r = t; out_g = p; out_b = v; break;
+    case 5: default: out_r = v; out_g = p; out_b = q; break;
+    }
+}
+
+FILE* ImFileOpen(const char* filename, const char* mode)
+{
+#if defined(_WIN32) && !defined(__CYGWIN__)
+    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
+    const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
+    const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
+    ImVector<ImWchar> buf;
+    buf.resize(filename_wsize + mode_wsize);
+    ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);
+    ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);
+    return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);
+#else
+    return fopen(filename, mode);
+#endif
+}
+
+// Load file content into memory
+// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
+void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size, int padding_bytes)
+{
+    IM_ASSERT(filename && file_open_mode);
+    if (out_file_size)
+        *out_file_size = 0;
+
+    FILE* f;
+    if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
+        return NULL;
+
+    long file_size_signed;
+    if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
+    {
+        fclose(f);
+        return NULL;
+    }
+
+    int file_size = (int)file_size_signed;
+    void* file_data = ImGui::MemAlloc((size_t)(file_size + padding_bytes));
+    if (file_data == NULL)
+    {
+        fclose(f);
+        return NULL;
+    }
+    if (fread(file_data, 1, (size_t)file_size, f) != (size_t)file_size)
+    {
+        fclose(f);
+        ImGui::MemFree(file_data);
+        return NULL;
+    }
+    if (padding_bytes > 0)
+        memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
+
+    fclose(f);
+    if (out_file_size)
+        *out_file_size = file_size;
+
+    return file_data;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiStorage
+// Helper: Key->value storage
+//-----------------------------------------------------------------------------
+
+// std::lower_bound but without the bullshit
+static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
+{
+    ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
+    ImVector<ImGuiStorage::Pair>::iterator last = data.end();
+    size_t count = (size_t)(last - first);
+    while (count > 0)
+    {
+        size_t count2 = count >> 1;
+        ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
+        if (mid->key < key)
+        {
+            first = ++mid;
+            count -= count2 + 1;
+        }
+        else
+        {
+            count = count2;
+        }
+    }
+    return first;
+}
+
+// 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)
+        qsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID);
+}
+
+int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
+{
+    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return default_val;
+    return it->val_i;
+}
+
+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
+{
+    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return default_val;
+    return it->val_f;
+}
+
+void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
+{
+    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return NULL;
+    return it->val_p;
+}
+
+// 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)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, Pair(key, default_val));
+    return &it->val_i;
+}
+
+bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
+{
+    return (bool*)GetIntRef(key, default_val ? 1 : 0);
+}
+
+float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, Pair(key, default_val));
+    return &it->val_f;
+}
+
+void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, Pair(key, default_val));
+    return &it->val_p;
+}
+
+// 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)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, Pair(key, val));
+        return;
+    }
+    it->val_i = val;
+}
+
+void ImGuiStorage::SetBool(ImGuiID key, bool val)
+{
+    SetInt(key, val ? 1 : 0);
+}
+
+void ImGuiStorage::SetFloat(ImGuiID key, float val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, Pair(key, val));
+        return;
+    }
+    it->val_f = val;
+}
+
+void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, Pair(key, val));
+        return;
+    }
+    it->val_p = val;
+}
+
+void ImGuiStorage::SetAllInt(int v)
+{
+    for (int i = 0; i < Data.Size; i++)
+        Data[i].val_i = v;
+}
+
+//-----------------------------------------------------------------------------
+// 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)
+        ImGui::PushItemWidth(width);
+    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
+    if (width != 0.0f)
+        ImGui::PopItemWidth();
+    if (value_changed)
+        Build();
+    return value_changed;
+}
+
+void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)
+{
+    out.resize(0);
+    const char* wb = b;
+    const char* we = wb;
+    while (we < e)
+    {
+        if (*we == separator)
+        {
+            out.push_back(TextRange(wb, we));
+            wb = we + 1;
+        }
+        we++;
+    }
+    if (wb != we)
+        out.push_back(TextRange(wb, we));
+}
+
+void ImGuiTextFilter::Build()
+{
+    Filters.resize(0);
+    TextRange input_range(InputBuf, InputBuf+strlen(InputBuf));
+    input_range.split(',', Filters);
+
+    CountGrep = 0;
+    for (int i = 0; i != Filters.Size; i++)
+    {
+        Filters[i].trim_blanks();
+        if (Filters[i].empty())
+            continue;
+        if (Filters[i].front() != '-')
+            CountGrep += 1;
+    }
+}
+
+bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
+{
+    if (Filters.empty())
+        return true;
+
+    if (text == NULL)
+        text = "";
+
+    for (int i = 0; i != Filters.Size; i++)
+    {
+        const TextRange& f = Filters[i];
+        if (f.empty())
+            continue;
+        if (f.front() == '-')
+        {
+            // Subtract
+            if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL)
+                return false;
+        }
+        else
+        {
+            // Grep
+            if (ImStristr(text, text_end, f.begin(), f.end()) != NULL)
+                return true;
+        }
+    }
+
+    // Implicit * grep
+    if (CountGrep == 0)
+        return true;
+
+    return false;
+}
+
+//-----------------------------------------------------------------------------
+// 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
+#define va_copy(dest, src) (dest = src)
+#endif
+
+// 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)
+        return;
+
+    const int write_off = Buf.Size;
+    const int needed_sz = write_off + len;
+    if (write_off + len >= Buf.Capacity)
+    {
+        int double_capacity = Buf.Capacity * 2;
+        Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
+    }
+
+    Buf.resize(needed_sz);
+    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
+}
+
+void ImGuiTextBuffer::appendf(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    appendfv(fmt, args);
+    va_end(args);
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiSimpleColumns (internal use only)
+//-----------------------------------------------------------------------------
+
+ImGuiMenuColumns::ImGuiMenuColumns()
+{
+    Count = 0;
+    Spacing = Width = NextWidth = 0.0f;
+    memset(Pos, 0, sizeof(Pos));
+    memset(NextWidths, 0, sizeof(NextWidths));
+}
+
+void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
+{
+    IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
+    Count = count;
+    Width = NextWidth = 0.0f;
+    Spacing = spacing;
+    if (clear) memset(NextWidths, 0, sizeof(NextWidths));
+    for (int i = 0; i < Count; i++)
+    {
+        if (i > 0 && NextWidths[i] > 0.0f)
+            Width += Spacing;
+        Pos[i] = (float)(int)Width;
+        Width += NextWidths[i];
+        NextWidths[i] = 0.0f;
+    }
+}
+
+float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
+{
+    NextWidth = 0.0f;
+    NextWidths[0] = ImMax(NextWidths[0], w0);
+    NextWidths[1] = ImMax(NextWidths[1], w1);
+    NextWidths[2] = ImMax(NextWidths[2], w2);
+    for (int i = 0; i < 3; i++)
+        NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
+    return ImMax(Width, NextWidth);
+}
+
+float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
+{
+    return ImMax(0.0f, avail_w - Width);
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiListClipper
+//-----------------------------------------------------------------------------
+
+static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
+{
+    // Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor. 
+    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. 
+    // The clipper should probably have a 4th step to display the last item in a regular manner.
+    ImGui::SetCursorPosY(pos_y);
+    ImGuiWindow* window = ImGui::GetCurrentWindow();
+    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;      // Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage.
+    window->DC.PrevLineHeight = (line_height - GImGui->Style.ItemSpacing.y);    // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
+    if (window->DC.ColumnsSet)
+        window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;           // Setting this so that cell Y position are set properly
+}
+
+// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
+// Use case B: Begin() called from constructor with items_height>0
+// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
+void ImGuiListClipper::Begin(int count, float items_height)
+{
+    StartPosY = ImGui::GetCursorPosY();
+    ItemsHeight = items_height;
+    ItemsCount = count;
+    StepNo = 0;
+    DisplayEnd = DisplayStart = -1;
+    if (ItemsHeight > 0.0f)
+    {
+        ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
+        if (DisplayStart > 0)
+            SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
+        StepNo = 2;
+    }
+}
+
+void ImGuiListClipper::End()
+{
+    if (ItemsCount < 0)
+        return;
+    // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
+    if (ItemsCount < INT_MAX)
+        SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
+    ItemsCount = -1;
+    StepNo = 3;
+}
+
+bool ImGuiListClipper::Step()
+{
+    if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
+    {
+        ItemsCount = -1; 
+        return false; 
+    }
+    if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
+    {
+        DisplayStart = 0;
+        DisplayEnd = 1;
+        StartPosY = ImGui::GetCursorPosY();
+        StepNo = 1;
+        return true;
+    }
+    if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
+    {
+        if (ItemsCount == 1) { ItemsCount = -1; return false; }
+        float items_height = ImGui::GetCursorPosY() - StartPosY;
+        IM_ASSERT(items_height > 0.0f);   // If this triggers, it means Item 0 hasn't moved the cursor vertically
+        Begin(ItemsCount-1, items_height);
+        DisplayStart++;
+        DisplayEnd++;
+        StepNo = 3;
+        return true;
+    }
+    if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
+    {
+        IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
+        StepNo = 3;
+        return true;
+    }
+    if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
+        End();
+    return false;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiWindow
+//-----------------------------------------------------------------------------
+
+ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
+{
+    Name = ImStrdup(name);
+    ID = ImHash(name, 0);
+    IDStack.push_back(ID);
+    Flags = 0;
+    PosFloat = Pos = ImVec2(0.0f, 0.0f);
+    Size = SizeFull = ImVec2(0.0f, 0.0f);
+    SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
+    WindowPadding = ImVec2(0.0f, 0.0f);
+    WindowRounding = 0.0f;
+    WindowBorderSize = 0.0f;
+    MoveId = GetID("#MOVE");
+    ChildId = 0;
+    Scroll = ImVec2(0.0f, 0.0f);
+    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
+    ScrollbarX = ScrollbarY = false;
+    ScrollbarSizes = ImVec2(0.0f, 0.0f);
+    Active = WasActive = false;
+    WriteAccessed = false;
+    Collapsed = false;
+    CollapseToggleWanted = false;
+    SkipItems = false;
+    Appearing = false;
+    CloseButton = false;
+    BeginOrderWithinParent = -1;
+    BeginOrderWithinContext = -1;
+    BeginCount = 0;
+    PopupId = 0;
+    AutoFitFramesX = AutoFitFramesY = -1;
+    AutoFitOnlyGrows = false;
+    AutoFitChildAxises = 0x00;
+    AutoPosLastDirection = ImGuiDir_None;
+    HiddenFrames = 0;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
+
+    LastFrameActive = -1;
+    ItemWidthDefault = 0.0f;
+    FontWindowScale = 1.0f;
+
+    DrawList = IM_NEW(ImDrawList)(&context->DrawListSharedData);
+    DrawList->_OwnerName = Name;
+    ParentWindow = NULL;
+    RootWindow = NULL;
+    RootWindowForTitleBarHighlight = NULL;
+    RootWindowForTabbing = NULL;
+    RootWindowForNav = NULL;
+
+    NavLastIds[0] = NavLastIds[1] = 0;
+    NavRectRel[0] = NavRectRel[1] = ImRect();
+    NavLastChildNavWindow = NULL;
+
+    FocusIdxAllCounter = FocusIdxTabCounter = -1;
+    FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
+    FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;
+}
+
+ImGuiWindow::~ImGuiWindow()
+{
+    IM_DELETE(DrawList);
+    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 = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+    ImGui::KeepAliveID(id);
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetID(const void* ptr)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
+    ImGui::KeepAliveID(id);
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
+{
+    ImGuiID seed = IDStack.back();
+    return ImHash(str, str_end ? (int)(str_end - str) : 0, 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 = ImHash(&r_rel, sizeof(r_rel), seed);
+    ImGui::KeepAliveID(id);
+    return id;
+}
+
+//-----------------------------------------------------------------------------
+// Internal API exposed in imgui_internal.h
+//-----------------------------------------------------------------------------
+
+static void SetCurrentWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow = window;
+    if (window)
+        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+}
+
+static void SetNavID(ImGuiID id, int nav_layer)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindow);
+    IM_ASSERT(nav_layer == 0 || nav_layer == 1);
+    g.NavId = id;
+    g.NavWindow->NavLastIds[nav_layer] = id;
+}
+
+static void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
+{
+    ImGuiContext& g = *GImGui;
+    SetNavID(id, nav_layer);
+    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
+    g.NavMousePosDirty = true;
+    g.NavDisableHighlight = false;
+    g.NavDisableMouseHover = true;
+}
+
+void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    g.ActiveIdIsJustActivated = (g.ActiveId != id);
+    if (g.ActiveIdIsJustActivated)
+        g.ActiveIdTimer = 0.0f;
+    g.ActiveId = id;
+    g.ActiveIdAllowNavDirFlags = 0;
+    g.ActiveIdAllowOverlap = false;
+    g.ActiveIdWindow = window;
+    if (id)
+    {
+        g.ActiveIdIsAlive = true;
+        g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
+    }
+}
+
+ImGuiID ImGui::GetActiveID()
+{
+    ImGuiContext& g = *GImGui;
+    return g.ActiveId;
+}
+
+void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(id != 0);
+
+    // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
+    const int nav_layer = window->DC.NavLayerCurrent;
+    if (g.NavWindow != window)
+        g.NavInitRequest = false;
+    g.NavId = id;
+    g.NavWindow = window;
+    g.NavLayer = nav_layer;
+    window->NavLastIds[nav_layer] = id;
+    if (window->DC.LastItemId == id)
+        window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
+
+    if (g.ActiveIdSource == ImGuiInputSource_Nav)
+        g.NavDisableMouseHover = true;
+    else
+        g.NavDisableHighlight = true;
+}
+
+void ImGui::ClearActiveID()
+{
+    SetActiveID(0, NULL);
+}
+
+void ImGui::SetHoveredID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.HoveredId = id;
+    g.HoveredIdAllowOverlap = false;
+    g.HoveredIdTimer = (id != 0 && g.HoveredIdPreviousFrame == id) ? (g.HoveredIdTimer + g.IO.DeltaTime) : 0.0f;
+}
+
+ImGuiID ImGui::GetHoveredID()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
+}
+
+void ImGui::KeepAliveID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId == id)
+        g.ActiveIdIsAlive = true;
+}
+
+static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
+{
+    // An active popup disable hovering on other windows (apart from its own children)
+    // FIXME-OPT: This could be cached/stored within the window.
+    ImGuiContext& g = *GImGui;
+    if (g.NavWindow)
+        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
+            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
+            {
+                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
+                // NB: The order of those two tests is important because Modal windows are also Popups.
+                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
+                    return false;
+                if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+                    return false;
+            }
+
+    return true;
+}
+
+// Advance cursor given item size for layout.
+void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    // Always align ourselves on pixel boundaries
+    const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
+    const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
+    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
+    window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
+    window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
+    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
+
+    window->DC.PrevLineHeight = line_height;
+    window->DC.PrevLineTextBaseOffset = text_base_offset;
+    window->DC.CurrentLineHeight = window->DC.CurrentLineTextBaseOffset = 0.0f;
+
+    // Horizontal layout mode
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+        SameLine();
+}
+
+void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
+{
+    ItemSize(bb.GetSize(), text_offset_y);
+}
+
+static ImGuiDir NavScoreItemGetQuadrant(float dx, float dy)
+{
+    if (fabsf(dx) > fabsf(dy))
+        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
+    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
+}
+
+static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
+{
+    if (a1 < b0) 
+        return a1 - b0;
+    if (b1 < a0) 
+        return a0 - b1;
+    return 0.0f;
+}
+
+// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
+static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.NavLayer != window->DC.NavLayerCurrent)
+        return false;
+
+    const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
+    g.NavScoringCount++;
+
+    // We perform scoring on items bounding box clipped by their parent window on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
+    if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
+    {
+        cand.Min.y = ImClamp(cand.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
+        cand.Max.y = ImClamp(cand.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
+    }
+    else
+    {
+        cand.Min.x = ImClamp(cand.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+        cand.Max.x = ImClamp(cand.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+    }
+
+    // Compute distance between boxes
+    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
+    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
+    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
+    if (dby != 0.0f && dbx != 0.0f)
+       dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
+    float dist_box = fabsf(dbx) + fabsf(dby);
+
+    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
+    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
+    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
+    float dist_center = fabsf(dcx) + fabsf(dcy); // L1 metric (need this for our connectedness guarantee)
+
+    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
+    ImGuiDir quadrant;
+    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
+    if (dbx != 0.0f || dby != 0.0f) 
+    { 
+        // For non-overlapping boxes, use distance between boxes
+        dax = dbx;
+        day = dby;
+        dist_axial = dist_box;
+        quadrant = NavScoreItemGetQuadrant(dbx, dby);
+    } 
+    else if (dcx != 0.0f || dcy != 0.0f) 
+    { 
+        // For overlapping boxes with different centers, use distance between centers
+        dax = dcx;
+        day = dcy;
+        dist_axial = dist_center;
+        quadrant = NavScoreItemGetQuadrant(dcx, dcy);
+    } 
+    else
+    {
+        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
+        quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
+    }
+
+#if IMGUI_DEBUG_NAV_SCORING
+    char buf[128];
+    if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
+    {
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
+        g.OverlayDrawList.AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
+        g.OverlayDrawList.AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
+        g.OverlayDrawList.AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
+        g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
+    }
+    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
+    {
+        if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
+        if (quadrant == g.NavMoveDir)
+        {
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
+            g.OverlayDrawList.AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
+            g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
+        }
+    }
+ #endif
+
+    // Is it in the quadrant we're interesting in moving to?
+    bool new_best = false;
+    if (quadrant == g.NavMoveDir) 
+    {
+        // Does it beat the current best candidate?
+        if (dist_box < result->DistBox) 
+        {
+            result->DistBox = dist_box;
+            result->DistCenter = dist_center;
+            return true;
+        } 
+        if (dist_box == result->DistBox) 
+        {
+            // Try using distance between center points to break ties
+            if (dist_center < result->DistCenter) 
+            {
+                result->DistCenter = dist_center;
+                new_best = true;
+            } 
+            else if (dist_center == result->DistCenter) 
+            {
+                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items 
+                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), 
+                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
+                if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
+                    new_best = true;
+            }
+        }
+    }
+
+    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
+    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
+    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
+    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
+    // Disabling it may however lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
+    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
+        if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+            if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
+            {
+                result->DistAxial = dist_axial;
+                new_best = true;
+            }
+
+    return new_best;
+}
+
+static void NavSaveLastChildNavWindow(ImGuiWindow* child_window)
+{
+    ImGuiWindow* parent_window = child_window;
+    while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+        parent_window = parent_window->ParentWindow;
+    if (parent_window && parent_window != child_window)
+        parent_window->NavLastChildNavWindow = child_window;
+}
+
+// Call when we are expected to land on Layer 0 after FocusWindow()
+static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window)
+{
+    return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
+}
+
+static void NavRestoreLayer(int layer)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavLayer = layer;
+    if (layer == 0)
+        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
+    if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
+        SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
+    else
+        ImGui::NavInitWindow(g.NavWindow, true);
+}
+
+static inline void NavUpdateAnyRequestFlag()
+{
+    ImGuiContext& g = *GImGui;
+    g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
+    if (g.NavAnyRequest)
+        IM_ASSERT(g.NavWindow != NULL);
+}
+
+static bool NavMoveRequestButNoResultYet()
+{
+    ImGuiContext& g = *GImGui;
+    return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
+}
+
+void ImGui::NavMoveRequestCancel()
+{
+    ImGuiContext& g = *GImGui;
+    g.NavMoveRequest = false;
+    NavUpdateAnyRequestFlag();
+}
+
+// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
+static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    //if (!g.IO.NavActive)  // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
+    //    return;
+
+    const ImGuiItemFlags item_flags = window->DC.ItemFlags;
+    const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
+    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
+    {
+        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
+        if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
+        {
+            g.NavInitResultId = id;
+            g.NavInitResultRectRel = nav_bb_rel;
+        }
+        if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
+        {
+            g.NavInitRequest = false; // Found a match, clear request
+            NavUpdateAnyRequestFlag();
+        }
+    }
+
+    // Scoring for navigation
+    if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
+    {
+        ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+#if IMGUI_DEBUG_NAV_SCORING
+        // [DEBUG] Score all items in NavWindow at all times
+        if (!g.NavMoveRequest) 
+            g.NavMoveDir = g.NavMoveDirLast;
+        bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
+#else
+        bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
+#endif
+        if (new_best)
+        {
+            result->ID = id;
+            result->ParentID = window->IDStack.back();
+            result->Window = window;
+            result->RectRel = nav_bb_rel;
+        }
+    }
+
+    // Update window-relative bounding box of navigated item
+    if (g.NavId == id)
+    {
+        g.NavWindow = window;                                           // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
+        g.NavLayer = window->DC.NavLayerCurrent;
+        g.NavIdIsAlive = true;
+        g.NavIdTabCounter = window->FocusIdxTabCounter;
+        window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;    // Store item bounding box (relative to window position)
+    }
+}
+
+// Declare item bounding box for clipping and interaction.
+// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
+// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
+bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (id != 0)
+    {
+        // Navigation processing runs prior to clipping early-out
+        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
+        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. 
+        //      it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
+        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
+        window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
+        if (g.NavId == id || g.NavAnyRequest)
+            if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
+                if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
+                    NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
+    }
+
+    window->DC.LastItemId = id;
+    window->DC.LastItemRect = bb;
+    window->DC.LastItemStatusFlags = 0;
+
+    // Clipping test
+    const bool is_clipped = IsClippedEx(bb, id, false);
+    if (is_clipped)
+        return false;
+    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
+
+    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
+    if (IsMouseHoveringRect(bb.Min, bb.Max))
+        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
+    return true;
+}
+
+// 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 ImGui::IsItemHovered(ImGuiHoveredFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.NavDisableMouseHover && !g.NavDisableHighlight)
+        return IsItemFocused();
+
+    // Test for bounding box overlap, as updated as ItemAdd()
+    if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
+        return false;
+    IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0);   // Flags not supported by this function
+
+    // Test if we are hovering the right window (our window could be behind another window)
+    // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.
+    // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.
+    //if (g.HoveredWindow != window)
+    //    return false;
+    if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
+        return false;
+
+    // Test if another item is active (e.g. being dragged)
+    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+        if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
+            return false;
+
+    // Test if interactions on this window are blocked by an active popup or modal 
+    if (!IsWindowContentHoverable(window, flags))
+        return false;
+
+    // Test if the item is disabled
+    if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
+        return false;
+    
+    // Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
+    if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
+        return false;
+    return true;
+}
+
+// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
+bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.HoveredWindow != window)
+        return false;
+    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
+        return false;
+    if (!IsMouseHoveringRect(bb.Min, bb.Max))
+        return false;
+    if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_Default))
+        return false;
+    if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
+        return false;
+
+    SetHoveredID(id);
+    return true;
+}
+
+bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!bb.Overlaps(window->ClipRect))
+        if (id == 0 || id != g.ActiveId)
+            if (clip_even_when_logged || !g.LogEnabled)
+                return true;
+    return false;
+}
+
+bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop)
+{
+    ImGuiContext& g = *GImGui;
+
+    const bool allow_keyboard_focus = (window->DC.ItemFlags & (ImGuiItemFlags_AllowKeyboardFocus | ImGuiItemFlags_Disabled)) == ImGuiItemFlags_AllowKeyboardFocus;
+    window->FocusIdxAllCounter++;
+    if (allow_keyboard_focus)
+        window->FocusIdxTabCounter++;
+
+    // Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item.
+    // Note that we can always TAB out of a widget that doesn't allow tabbing in.
+    if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
+        window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
+
+    if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
+        return true;
+    if (allow_keyboard_focus && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
+    {
+        g.NavJustTabbedId = id;
+        return true;
+    }
+
+    return false;
+}
+
+void ImGui::FocusableItemUnregister(ImGuiWindow* window)
+{
+    window->FocusIdxAllCounter--;
+    window->FocusIdxTabCounter--;
+}
+
+ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 content_max;
+    if (size.x < 0.0f || size.y < 0.0f)
+        content_max = g.CurrentWindow->Pos + GetContentRegionMax();
+    if (size.x <= 0.0f)
+        size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x;
+    if (size.y <= 0.0f)
+        size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y;
+    return size;
+}
+
+float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
+{
+    if (wrap_pos_x < 0.0f)
+        return 0.0f;
+
+    ImGuiWindow* window = GetCurrentWindowRead();
+    if (wrap_pos_x == 0.0f)
+        wrap_pos_x = GetContentRegionMax().x + window->Pos.x;
+    else if (wrap_pos_x > 0.0f)
+        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
+
+    return ImMax(wrap_pos_x - pos.x, 1.0f);
+}
+
+//-----------------------------------------------------------------------------
+
+void* ImGui::MemAlloc(size_t sz)
+{
+    GImAllocatorActiveAllocationsCount++;
+    return GImAllocatorAllocFunc(sz, GImAllocatorUserData);
+}
+
+void ImGui::MemFree(void* ptr)
+{
+    if (ptr) GImAllocatorActiveAllocationsCount--;
+    return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
+}
+
+const char* ImGui::GetClipboardText()
+{
+    return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : "";
+}
+
+void ImGui::SetClipboardText(const char* text)
+{
+    if (GImGui->IO.SetClipboardTextFn)
+        GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text);
+}
+
+const char* ImGui::GetVersion()
+{
+    return IMGUI_VERSION;
+}
+
+// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
+// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
+ImGuiContext* ImGui::GetCurrentContext()
+{
+    return GImGui;
+}
+
+void ImGui::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
+}
+
+void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data)
+{
+    GImAllocatorAllocFunc = alloc_func;
+    GImAllocatorFreeFunc = free_func;
+    GImAllocatorUserData = user_data;
+}
+
+ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
+{
+    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
+    if (GImGui == NULL)
+        SetCurrentContext(ctx);
+    Initialize(ctx);
+    return ctx;
+}
+
+void ImGui::DestroyContext(ImGuiContext* ctx)
+{
+    if (ctx == NULL)
+        ctx = GImGui;
+    Shutdown(ctx);
+    if (GImGui == ctx)
+        SetCurrentContext(NULL);
+    IM_DELETE(ctx);
+}
+
+ImGuiIO& ImGui::GetIO()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
+    return GImGui->IO;
+}
+
+ImGuiStyle& ImGui::GetStyle()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
+    return GImGui->Style;
+}
+
+// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
+ImDrawData* ImGui::GetDrawData()
+{
+    ImGuiContext& g = *GImGui;
+    return g.DrawData.Valid ? &g.DrawData : NULL;
+}
+
+float ImGui::GetTime()
+{
+    return GImGui->Time;
+}
+
+int ImGui::GetFrameCount()
+{
+    return GImGui->FrameCount;
+}
+
+ImDrawList* ImGui::GetOverlayDrawList()
+{
+    return &GImGui->OverlayDrawList;
+}
+
+ImDrawListSharedData* ImGui::GetDrawListSharedData()
+{
+    return &GImGui->DrawListSharedData;
+}
+
+// This needs to be called before we submit any widget (aka in or before Begin)
+void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(window == g.NavWindow);
+    bool init_for_nav = false;
+    if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
+        if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
+            init_for_nav = true;
+    if (init_for_nav)
+    {
+        SetNavID(0, g.NavLayer);
+        g.NavInitRequest = true;
+        g.NavInitRequestFromMove = false;
+        g.NavInitResultId = 0;
+        g.NavInitResultRectRel = ImRect();
+        NavUpdateAnyRequestFlag();
+    }
+    else
+    {
+        g.NavId = window->NavLastIds[0];
+    }
+}
+
+static ImVec2 NavCalcPreferredMousePos()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.NavWindow;
+    if (!window)
+        return g.IO.MousePos;
+    const ImRect& rect_rel = window->NavRectRel[g.NavLayer];
+    ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
+    ImRect visible_rect = GetViewportRect();
+    return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max));   // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
+}
+
+static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = g.Windows.Size-1; i >= 0; i--)
+        if (g.Windows[i] == window)
+            return i;
+    return -1;
+}
+
+static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
+        if (ImGui::IsWindowNavFocusable(g.Windows[i]))
+            return g.Windows[i];
+    return NULL;
+}
+
+float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
+{
+    ImGuiContext& g = *GImGui;
+    if (mode == ImGuiInputReadMode_Down)
+        return g.IO.NavInputs[n];                         // Instant, read analog input (0.0f..1.0f, as provided by user)
+
+    const float t = g.IO.NavInputsDownDuration[n];
+    if (t < 0.0f && mode == ImGuiInputReadMode_Released)  // Return 1.0f when just released, no repeat, ignore analog input.
+        return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
+    if (t < 0.0f)
+        return 0.0f;
+    if (mode == ImGuiInputReadMode_Pressed)               // Return 1.0f when just pressed, no repeat, ignore analog input.
+        return (t == 0.0f) ? 1.0f : 0.0f;
+    if (mode == ImGuiInputReadMode_Repeat)
+        return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
+    if (mode == ImGuiInputReadMode_RepeatSlow)
+        return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
+    if (mode == ImGuiInputReadMode_RepeatFast)
+        return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
+    return 0.0f;
+}
+
+// Equivalent of IsKeyDown() for NavInputs[]
+static bool IsNavInputDown(ImGuiNavInput n)
+{
+    return GImGui->IO.NavInputs[n] > 0.0f;
+}
+
+// Equivalent of IsKeyPressed() for NavInputs[]
+static bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode)
+{
+    return ImGui::GetNavInputAmount(n, mode) > 0.0f;
+}
+
+static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode)
+{
+    return (ImGui::GetNavInputAmount(n1, mode) + ImGui::GetNavInputAmount(n2, mode)) > 0.0f;
+}
+
+ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
+{
+    ImVec2 delta(0.0f, 0.0f);
+    if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
+        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode)   - GetNavInputAmount(ImGuiNavInput_KeyLeft_,   mode), GetNavInputAmount(ImGuiNavInput_KeyDown_,   mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_,   mode));
+    if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
+        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode)   - GetNavInputAmount(ImGuiNavInput_DpadLeft,   mode), GetNavInputAmount(ImGuiNavInput_DpadDown,   mode) - GetNavInputAmount(ImGuiNavInput_DpadUp,   mode));
+    if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
+        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
+    if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
+        delta *= slow_factor;
+    if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
+        delta *= fast_factor;
+    return delta;
+}
+
+static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindowingTarget);
+    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
+        return;
+
+    const int i_current = FindWindowIndex(g.NavWindowingTarget);
+    ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
+    if (!window_target)
+        window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
+    g.NavWindowingTarget = window_target;
+    g.NavWindowingToggleLayer = false;
+}
+
+// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
+static void ImGui::NavUpdateWindowing()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* apply_focus_window = NULL;
+    bool apply_toggle_layer = false;
+
+    bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
+    bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
+    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
+        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
+        {
+            g.NavWindowingTarget = window->RootWindowForTabbing;
+            g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
+            g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
+            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
+        }
+
+    // Gamepad update
+    g.NavWindowingHighlightTimer += g.IO.DeltaTime;
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
+    {
+        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f));
+
+        // Select window to focus
+        const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
+        if (focus_change_dir != 0)
+        {
+            NavUpdateWindowingHighlightWindow(focus_change_dir);
+            g.NavWindowingHighlightAlpha = 1.0f;
+        }
+
+        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
+        if (!IsNavInputDown(ImGuiNavInput_Menu))
+        {
+            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
+            if (g.NavWindowingToggleLayer && g.NavWindow)
+                apply_toggle_layer = true;
+            else if (!g.NavWindowingToggleLayer)
+                apply_focus_window = g.NavWindowingTarget;
+            g.NavWindowingTarget = NULL;
+        }
+    }
+
+    // Keyboard: Focus
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
+    {
+        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f
+        if (IsKeyPressedMap(ImGuiKey_Tab, true))
+            NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
+        if (!g.IO.KeyCtrl)
+            apply_focus_window = g.NavWindowingTarget;
+    }
+
+    // Keyboard: Press and Release ALT to toggle menu layer
+    // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
+    if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
+        if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
+            apply_toggle_layer = true;
+
+    // Move window
+    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
+    {
+        ImVec2 move_delta;
+        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
+            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+        if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
+        if (move_delta.x != 0.0f || move_delta.y != 0.0f)
+        {
+            const float NAV_MOVE_SPEED = 800.0f;
+            const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
+            g.NavWindowingTarget->PosFloat += move_delta * move_speed;
+            g.NavDisableMouseHover = true;
+            MarkIniSettingsDirty(g.NavWindowingTarget);
+        }
+    }
+
+    // Apply final focus
+    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowForTabbing))
+    {
+        g.NavDisableHighlight = false;
+        g.NavDisableMouseHover = true;
+        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
+        ClosePopupsOverWindow(apply_focus_window);
+        FocusWindow(apply_focus_window);
+        if (apply_focus_window->NavLastIds[0] == 0)
+            NavInitWindow(apply_focus_window, false);
+
+        // If the window only has a menu layer, select it directly
+        if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1))
+            g.NavLayer = 1;
+    }
+    if (apply_focus_window)
+        g.NavWindowingTarget = NULL;
+
+    // Apply menu/layer toggle
+    if (apply_toggle_layer && g.NavWindow)
+    {
+        ImGuiWindow* new_nav_window = g.NavWindow;
+        while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+            new_nav_window = new_nav_window->ParentWindow;
+        if (new_nav_window != g.NavWindow)
+        {
+            ImGuiWindow* old_nav_window = g.NavWindow;
+            FocusWindow(new_nav_window);
+            new_nav_window->NavLastChildNavWindow = old_nav_window;
+        }
+        g.NavDisableHighlight = false;
+        g.NavDisableMouseHover = true;
+        NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0);
+    }
+}
+
+// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
+static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
+{
+    // Scroll to keep newly navigated item fully into view
+    ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
+    //g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
+    if (window_rect_rel.Contains(item_rect_rel))
+        return;
+
+    ImGuiContext& g = *GImGui;
+    if (window->ScrollbarX && item_rect_rel.Min.x < window_rect_rel.Min.x)
+    {
+        window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
+        window->ScrollTargetCenterRatio.x = 0.0f;
+    }
+    else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x)
+    {
+        window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
+        window->ScrollTargetCenterRatio.x = 1.0f;
+    }
+    if (item_rect_rel.Min.y < window_rect_rel.Min.y)
+    {
+        window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
+        window->ScrollTargetCenterRatio.y = 0.0f;
+    }
+    else if (item_rect_rel.Max.y >= window_rect_rel.Max.y)
+    {
+        window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
+        window->ScrollTargetCenterRatio.y = 1.0f;
+    }
+
+    // Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block)
+    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+    item_rect_rel.Translate(window->Scroll - next_scroll);
+}
+
+static void ImGui::NavUpdate()
+{
+    ImGuiContext& g = *GImGui;
+    g.IO.WantSetMousePos = false;
+
+#if 0
+    if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+#endif
+
+    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
+        if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
+            g.NavInputSource = ImGuiInputSource_NavGamepad;
+
+    // Update Keyboard->Nav inputs mapping
+    if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
+    {
+        #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
+        NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );
+        NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );
+        NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );
+        NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
+        NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
+        NAV_MAP_KEY(ImGuiKey_UpArrow,   ImGuiNavInput_KeyUp_   );
+        NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
+        if (g.IO.KeyCtrl)   g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
+        if (g.IO.KeyShift)  g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
+        if (g.IO.KeyAlt)    g.IO.NavInputs[ImGuiNavInput_KeyMenu_]  = 1.0f;
+        #undef NAV_MAP_KEY
+    }
+
+    memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
+        g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+
+    // Process navigation init request (select first/default focus)
+    if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
+    {
+        // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
+        IM_ASSERT(g.NavWindow);
+        if (g.NavInitRequestFromMove)
+            SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
+        else
+            SetNavID(g.NavInitResultId, g.NavLayer);
+        g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
+    }
+    g.NavInitRequest = false;
+    g.NavInitRequestFromMove = false;
+    g.NavInitResultId = 0;
+    g.NavJustMovedToId = 0;
+
+    // Process navigation move request
+    if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
+    {
+        // Select which result to use
+        ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+        if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) // Maybe entering a flattened child? In this case solve the tie using the regular scoring rules
+            if ((g.NavMoveResultOther.DistBox < g.NavMoveResultLocal.DistBox) || (g.NavMoveResultOther.DistBox == g.NavMoveResultLocal.DistBox && g.NavMoveResultOther.DistCenter < g.NavMoveResultLocal.DistCenter))
+                result = &g.NavMoveResultOther;
+
+        IM_ASSERT(g.NavWindow && result->Window);
+
+        // Scroll to keep newly navigated item fully into view
+        if (g.NavLayer == 0)
+            NavScrollToBringItemIntoView(result->Window, result->RectRel);
+
+        // Apply result from previous frame navigation directional move request
+        ClearActiveID();
+        g.NavWindow = result->Window;
+        SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
+        g.NavJustMovedToId = result->ID;
+        g.NavMoveFromClampedRefRect = false;
+    }
+
+    // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
+    if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
+    {
+        IM_ASSERT(g.NavMoveRequest);
+        if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
+            g.NavDisableHighlight = false;
+        g.NavMoveRequestForward = ImGuiNavForward_None;
+    }
+
+    // Apply application mouse position movement, after we had a chance to process move request result.
+    if (g.NavMousePosDirty && g.NavIdIsAlive)
+    {
+        // Set mouse position given our knowledge of the nav widget position from last frame
+        if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
+        {
+            g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredMousePos();
+            g.IO.WantSetMousePos = true;
+        }
+        g.NavMousePosDirty = false;
+    }
+    g.NavIdIsAlive = false;
+    g.NavJustTabbedId = 0;
+    IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
+
+    // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
+    if (g.NavWindow)
+        NavSaveLastChildNavWindow(g.NavWindow);
+    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
+        g.NavWindow->NavLastChildNavWindow = NULL;
+
+    NavUpdateWindowing();
+
+    // Set output flags for user application
+    bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+    g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
+
+    // Process NavCancel input (to close a popup, get back to parent, clear focus)
+    if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
+    {
+        if (g.ActiveId != 0)
+        {
+            ClearActiveID();
+        }
+        else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
+        {
+            // Exit child window
+            ImGuiWindow* child_window = g.NavWindow;
+            ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
+            IM_ASSERT(child_window->ChildId != 0);
+            FocusWindow(parent_window);
+            SetNavID(child_window->ChildId, 0);
+            g.NavIdIsAlive = false;
+            if (g.NavDisableMouseHover)
+                g.NavMousePosDirty = true;
+        }
+        else if (g.OpenPopupStack.Size > 0)
+        {
+            // Close open popup/menu
+            if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
+                ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+        }
+        else if (g.NavLayer != 0)
+        {
+            // Leave the "menu" layer
+            NavRestoreLayer(0);
+        }
+        else
+        {
+            // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
+            if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
+                g.NavWindow->NavLastIds[0] = 0;
+            g.NavId = 0;
+        }
+    }
+
+    // Process manual activation request
+    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
+    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+    {
+        bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
+        bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
+        if (g.ActiveId == 0 && activate_pressed)
+            g.NavActivateId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
+            g.NavActivateDownId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
+            g.NavActivatePressedId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
+            g.NavInputId = g.NavId;
+    }
+    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        g.NavDisableHighlight = true;
+    if (g.NavActivateId != 0)
+        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
+    g.NavMoveRequest = false;
+
+    // Process programmatic activation request
+    if (g.NavNextActivateId != 0)
+        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
+    g.NavNextActivateId = 0;
+
+    // Initiate directional inputs request
+    const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
+    if (g.NavMoveRequestForward == ImGuiNavForward_None)
+    {
+        g.NavMoveDir = ImGuiDir_None;
+        if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        {
+            if ((allowed_dir_flags & (1<<ImGuiDir_Left))  && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
+            if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
+            if ((allowed_dir_flags & (1<<ImGuiDir_Up))    && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp,   ImGuiNavInput_KeyUp_,   ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
+            if ((allowed_dir_flags & (1<<ImGuiDir_Down))  && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
+        }
+    }
+    else
+    {
+        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
+        IM_ASSERT(g.NavMoveDir != ImGuiDir_None);
+        IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
+        g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
+    }
+
+    if (g.NavMoveDir != ImGuiDir_None)
+    {
+        g.NavMoveRequest = true;
+        g.NavMoveDirLast = g.NavMoveDir;
+    }
+
+    // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
+    if (g.NavMoveRequest && g.NavId == 0)
+    {
+        g.NavInitRequest = g.NavInitRequestFromMove = true;
+        g.NavInitResultId = 0;
+        g.NavDisableHighlight = false;
+    }
+
+    NavUpdateAnyRequestFlag();
+
+    // Scrolling
+    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
+    {
+        // *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
+        ImGuiWindow* window = g.NavWindow;
+        const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+        if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
+        {
+            if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
+                SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
+            if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
+                SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
+        }
+
+        // *Normal* Manual scroll with NavScrollXXX keys
+        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
+        ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
+        if (scroll_dir.x != 0.0f && window->ScrollbarX)
+        {
+            SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
+            g.NavMoveFromClampedRefRect = true;
+        }
+        if (scroll_dir.y != 0.0f)
+        {
+            SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
+            g.NavMoveFromClampedRefRect = true;
+        }
+    }
+
+    // Reset search results
+    g.NavMoveResultLocal.Clear();
+    g.NavMoveResultOther.Clear();
+
+    // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
+    if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
+    {
+        ImGuiWindow* window = g.NavWindow;
+        ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
+        if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
+        {
+            float pad = window->CalcFontSize() * 0.5f;
+            window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
+            window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
+            g.NavId = 0;
+        }
+        g.NavMoveFromClampedRefRect = false;
+    }
+
+    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
+    ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
+    g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
+    g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
+    g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
+    IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous fabsf() calls in NavScoreItem().
+    //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
+    g.NavScoringCount = 0;
+#if IMGUI_DEBUG_NAV_RECTS
+    if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] 
+    if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
+#endif
+}
+
+static void ImGui::NewFrameUpdateMovingWindow()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
+    {
+        // 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 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])
+        {
+            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
+            if (moving_window->PosFloat.x != pos.x || moving_window->PosFloat.y != pos.y)
+            {
+                MarkIniSettingsDirty(moving_window);
+                moving_window->PosFloat = pos;
+            }
+            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();
+        }
+        g.MovingWindow = NULL;
+    }
+}
+
+static void ImGui::NewFrameUpdateMouseInputs()
+{
+    ImGuiContext& g = *GImGui;
+
+    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta
+    if (ImGui::IsMousePosValid(&g.IO.MousePos) && ImGui::IsMousePosValid(&g.IO.MousePosPrev))
+        g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
+    else
+        g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
+    if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
+        g.NavDisableMouseHover = false;
+
+    g.IO.MousePosPrev = g.IO.MousePos;
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+    {
+        g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
+        g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
+        g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
+        g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+        g.IO.MouseDoubleClicked[i] = false;
+        if (g.IO.MouseClicked[i])
+        {
+            if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
+            {
+                if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
+                    g.IO.MouseDoubleClicked[i] = true;
+                g.IO.MouseClickedTime[i] = -FLT_MAX;    // so the third click isn't turned into a double-click
+            }
+            else
+            {
+                g.IO.MouseClickedTime[i] = g.Time;
+            }
+            g.IO.MouseClickedPos[i] = g.IO.MousePos;
+            g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
+            g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
+        }
+        else if (g.IO.MouseDown[i])
+        {
+            ImVec2 mouse_delta = g.IO.MousePos - g.IO.MouseClickedPos[i];
+            g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, mouse_delta.x < 0.0f ? -mouse_delta.x : mouse_delta.x);
+            g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, mouse_delta.y < 0.0f ? -mouse_delta.y : mouse_delta.y);
+            g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(mouse_delta));
+        }
+        if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
+            g.NavDisableMouseHover = false;
+    }
+}
+
+// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
+void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Find the window hovered by mouse:
+    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
+    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
+    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
+    g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow();
+    g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
+
+    // Modal windows prevents cursor from hovering behind them.
+    ImGuiWindow* modal_window = GetFrontMostModalRootWindow();
+    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) : 0;
+}
+
+void ImGui::NewFrame()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
+    ImGuiContext& g = *GImGui;
+
+    // Check user data
+    // (We pass an error message in the assert expression as a trick to get it visible to programmers who are not using a debugger, as most assert handlers display their argument)
+    IM_ASSERT(g.Initialized);
+    IM_ASSERT(g.IO.DeltaTime >= 0.0f                                    && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)");
+    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value");
+    IM_ASSERT(g.IO.Fonts->Fonts.Size > 0                                && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
+    IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()                          && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
+    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting");
+    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)");
+    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
+    for (int n = 0; n < ImGuiKey_COUNT; n++)
+        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
+
+    // Do a simple check for required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was super recently added in 1.60 WIP)
+    if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
+        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
+
+    // Load settings on first frame
+    if (!g.SettingsLoaded)
+    {
+        IM_ASSERT(g.SettingsWindows.empty());
+        LoadIniSettingsFromDisk(g.IO.IniFilename);
+        g.SettingsLoaded = true;
+    }
+
+    // Save settings (with a delay so we don't spam disk too much)
+    if (g.SettingsDirtyTimer > 0.0f)
+    {
+        g.SettingsDirtyTimer -= g.IO.DeltaTime;
+        if (g.SettingsDirtyTimer <= 0.0f)
+            SaveIniSettingsToDisk(g.IO.IniFilename);
+    }
+
+    g.Time += g.IO.DeltaTime;
+    g.FrameCount += 1;
+    g.TooltipOverrideCount = 0;
+    g.WindowsActiveCount = 0;
+
+    SetCurrentFont(GetDefaultFont());
+    IM_ASSERT(g.Font->IsLoaded());
+    g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
+
+    g.OverlayDrawList.Clear();
+    g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
+    g.OverlayDrawList.PushClipRectFullScreen();
+    g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
+
+    // Mark rendering data as invalid to prevent user who may have a handle on it to use it
+    g.DrawData.Clear();
+
+    // Clear reference to active widget if the widget isn't alive anymore
+    if (!g.HoveredIdPreviousFrame)
+        g.HoveredIdTimer = 0.0f;
+    g.HoveredIdPreviousFrame = g.HoveredId;
+    g.HoveredId = 0;
+    g.HoveredIdAllowOverlap = false;
+    if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
+        ClearActiveID();
+    if (g.ActiveId)
+        g.ActiveIdTimer += g.IO.DeltaTime;
+    g.ActiveIdPreviousFrame = g.ActiveId;
+    g.ActiveIdIsAlive = false;
+    g.ActiveIdIsJustActivated = false;
+    if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
+        g.ScalarAsInputTextId = 0;
+
+    // Elapse drag & drop payload
+    if (g.DragDropActive && g.DragDropPayload.DataFrameCount + 1 < g.FrameCount)
+    {
+        ClearDragDrop();
+        g.DragDropPayloadBufHeap.clear();
+        memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+    }
+    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
+    g.DragDropAcceptIdCurr = 0;
+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+
+    // Update keyboard input state
+    memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
+        g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+
+    // Update gamepad/keyboard directional navigation
+    NavUpdate();
+
+    // Update mouse input state
+    NewFrameUpdateMouseInputs();
+
+    // 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 = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
+
+    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
+    NewFrameUpdateMovingWindow();
+    NewFrameUpdateHoveredWindowAndCaptureFlags();
+    
+    if (GetFrontMostModalRootWindow() != NULL)
+        g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
+    else
+        g.ModalWindowDarkeningRatio = 0.0f;
+
+    g.MouseCursor = ImGuiMouseCursor_Arrow;
+    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
+    g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
+
+    // Mouse wheel scrolling, scale
+    if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f))
+    {
+        // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
+        ImGuiWindow* window = g.HoveredWindow;
+        ImGuiWindow* scroll_window = window;
+        while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
+            scroll_window = scroll_window->ParentWindow;
+        const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
+
+        if (g.IO.MouseWheel != 0.0f)
+        {
+            if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
+            {
+                // Zoom / Scale window
+                const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+                const float scale = new_font_scale / window->FontWindowScale;
+                window->FontWindowScale = new_font_scale;
+
+                const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
+                window->Pos += offset;
+                window->PosFloat += offset;
+                window->Size *= scale;
+                window->SizeFull *= scale;
+            }
+            else if (!g.IO.KeyCtrl && scroll_allowed)
+            {
+                // Mouse wheel vertical scrolling
+                float scroll_amount = 5 * scroll_window->CalcFontSize();
+                scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
+                SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
+            }
+        }
+        if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
+        {
+            // Mouse wheel horizontal scrolling (for hardware that supports it)
+            float scroll_amount = scroll_window->CalcFontSize();
+            if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
+                SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
+        }
+    }
+
+    // Pressing TAB activate widget focus
+    if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
+    {
+        if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
+            g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
+        else
+            g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
+    }
+    g.NavIdTabCounter = INT_MAX;
+
+    // Mark all windows as not visible
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        window->WasActive = window->Active;
+        window->Active = false;
+        window->WriteAccessed = false;
+    }
+
+    // Closing the focused window restore focus to the first active root window in descending z-order
+    if (g.NavWindow && !g.NavWindow->WasActive)
+        FocusFrontMostActiveWindow(NULL);
+
+    // No window should be open at the beginning of the frame.
+    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
+    g.CurrentWindowStack.resize(0);
+    g.CurrentPopupStack.resize(0);
+    ClosePopupsOverWindow(g.NavWindow);
+
+    // Create implicit window - we will only render it if the user has added something to it.
+    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
+    SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
+    Begin("Debug##Default");
+}
+
+static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+    ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0));
+    if (!settings)
+        settings = AddWindowSettings(name);
+    return (void*)settings;
+}
+
+static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
+{
+    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
+    float x, y; 
+    int i;
+    if (sscanf(line, "Pos=%f,%f", &x, &y) == 2)         settings->Pos = ImVec2(x, y);
+    else if (sscanf(line, "Size=%f,%f", &x, &y) == 2)   settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize);
+    else if (sscanf(line, "Collapsed=%d", &i) == 1)     settings->Collapsed = (i != 0);
+}
+
+static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+    // Gather data from windows that were active during this session
+    ImGuiContext& g = *imgui_ctx;
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
+            continue;
+        ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID);
+        if (!settings)
+            settings = AddWindowSettings(window->Name);
+        settings->Pos = window->Pos;
+        settings->Size = window->SizeFull;
+        settings->Collapsed = window->Collapsed;
+    }
+
+    // Write a buffer
+    // If a window wasn't opened in this session we preserve its settings
+    buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
+    for (int i = 0; i != g.SettingsWindows.Size; i++)
+    {
+        const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
+        if (settings->Pos.x == FLT_MAX)
+            continue;
+        const char* name = settings->Name;
+        if (const char* p = strstr(name, "###"))  // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+            name = p;
+        buf->appendf("[%s][%s]\n", handler->TypeName, name);
+        buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
+        buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
+        buf->appendf("Collapsed=%d\n", settings->Collapsed);
+        buf->appendf("\n");
+    }
+}
+
+void ImGui::Initialize(ImGuiContext* context)
+{
+    ImGuiContext& g = *context;
+    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
+    g.LogClipboard = IM_NEW(ImGuiTextBuffer)();
+
+    // Add .ini handle for ImGuiWindow type
+    ImGuiSettingsHandler ini_handler;
+    ini_handler.TypeName = "Window";
+    ini_handler.TypeHash = ImHash("Window", 0, 0);
+    ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
+    ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
+    ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
+    g.SettingsHandlers.push_front(ini_handler);
+
+    g.Initialized = true;
+}
+
+// This function is merely here to free heap allocations.
+void ImGui::Shutdown(ImGuiContext* context)
+{
+    ImGuiContext& g = *context;
+
+    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
+    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
+        IM_DELETE(g.IO.Fonts);
+
+    // Cleanup of other data are conditional on actually having initialize ImGui.
+    if (!g.Initialized)
+        return;
+
+    SaveIniSettingsToDisk(g.IO.IniFilename);
+
+    // Clear everything else
+    for (int i = 0; i < g.Windows.Size; i++)
+        IM_DELETE(g.Windows[i]);
+    g.Windows.clear();
+    g.WindowsSortBuffer.clear();
+    g.CurrentWindow = NULL;
+    g.CurrentWindowStack.clear();
+    g.WindowsById.Clear();
+    g.NavWindow = NULL;
+    g.HoveredWindow = NULL;
+    g.HoveredRootWindow = NULL;
+    g.ActiveIdWindow = NULL;
+    g.MovingWindow = NULL;
+    for (int i = 0; i < g.SettingsWindows.Size; i++)
+        IM_DELETE(g.SettingsWindows[i].Name);
+    g.ColorModifiers.clear();
+    g.StyleModifiers.clear();
+    g.FontStack.clear();
+    g.OpenPopupStack.clear();
+    g.CurrentPopupStack.clear();
+    g.DrawDataBuilder.ClearFreeMemory();
+    g.OverlayDrawList.ClearFreeMemory();
+    g.PrivateClipboard.clear();
+    g.InputTextState.Text.clear();
+    g.InputTextState.InitialText.clear();
+    g.InputTextState.TempTextBuffer.clear();
+
+    g.SettingsWindows.clear();
+    g.SettingsHandlers.clear();
+
+    if (g.LogFile && g.LogFile != stdout)
+    {
+        fclose(g.LogFile);
+        g.LogFile = NULL;
+    }
+    if (g.LogClipboard)
+        IM_DELETE(g.LogClipboard);
+
+    g.Initialized = false;
+}
+
+ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = 0; i != g.SettingsWindows.Size; i++)
+        if (g.SettingsWindows[i].Id == id)
+            return &g.SettingsWindows[i];
+    return NULL;
+}
+
+static ImGuiWindowSettings* AddWindowSettings(const char* name)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsWindows.push_back(ImGuiWindowSettings());
+    ImGuiWindowSettings* settings = &g.SettingsWindows.back();
+    settings->Name = ImStrdup(name);
+    settings->Id = ImHash(name, 0);
+    return settings;
+}
+
+static void LoadIniSettingsFromDisk(const char* ini_filename)
+{
+    if (!ini_filename)
+        return;
+    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", NULL, +1);
+    if (!file_data)
+        return;
+    LoadIniSettingsFromMemory(file_data);
+    ImGui::MemFree(file_data);
+}
+
+ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiID type_hash = ImHash(type_name, 0, 0);
+    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
+            return &g.SettingsHandlers[handler_n];
+    return NULL;
+}
+
+// Zero-tolerance, no error reporting, cheap .ini parsing
+static void LoadIniSettingsFromMemory(const char* buf_readonly)
+{
+    // For convenience and to make the code simpler, we'll write zero terminators inside the buffer. So let's create a writable copy.
+    char* buf = ImStrdup(buf_readonly);
+    char* buf_end = buf + strlen(buf);
+
+    ImGuiContext& g = *GImGui;
+    void* entry_data = NULL;
+    ImGuiSettingsHandler* entry_handler = NULL;
+
+    char* line_end = NULL;
+    for (char* line = buf; line < buf_end; line = line_end + 1)
+    {
+        // Skip new lines markers, then find end of the line
+        while (*line == '\n' || *line == '\r')
+            line++;
+        line_end = line;
+        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
+            line_end++;
+        line_end[0] = 0;
+
+        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
+        {
+            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
+            line_end[-1] = 0;
+            const char* name_end = line_end - 1; 
+            const char* type_start = line + 1;
+            char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
+            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
+            if (!type_end || !name_start)
+            {
+                name_start = type_start; // Import legacy entries that have no type
+                type_start = "Window";
+            }
+            else
+            {
+                *type_end = 0; // Overwrite first ']' 
+                name_start++;  // Skip second '['
+            }
+            entry_handler = ImGui::FindSettingsHandler(type_start);
+            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
+        }
+        else if (entry_handler != NULL && entry_data != NULL)
+        {
+            // Let type handler parse the line
+            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
+        }
+    }
+    ImGui::MemFree(buf);
+    g.SettingsLoaded = true;
+}
+
+static void SaveIniSettingsToDisk(const char* ini_filename)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsDirtyTimer = 0.0f;
+    if (!ini_filename)
+        return;
+
+    ImVector<char> buf;
+    SaveIniSettingsToMemory(buf);
+
+    FILE* f = ImFileOpen(ini_filename, "wt");
+    if (!f)
+        return;
+    fwrite(buf.Data, sizeof(char), (size_t)buf.Size, f);
+    fclose(f);
+}
+
+static void SaveIniSettingsToMemory(ImVector<char>& out_buf)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsDirtyTimer = 0.0f;
+
+    ImGuiTextBuffer buf;
+    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+    {
+        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
+        handler->WriteAllFn(&g, handler, &buf);
+    }
+
+    buf.Buf.pop_back(); // Remove extra zero-terminator used by ImGuiTextBuffer
+    out_buf.swap(buf.Buf);
+}
+
+void ImGui::MarkIniSettingsDirty()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.SettingsDirtyTimer <= 0.0f)
+        g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+static void MarkIniSettingsDirty(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+        if (g.SettingsDirtyTimer <= 0.0f)
+            g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+// 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 AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
+{
+    out_sorted_windows->push_back(window);
+    if (window->Active)
+    {
+        int count = window->DC.ChildWindows.Size;
+        if (count > 1)
+            qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
+        for (int i = 0; i < count; i++)
+        {
+            ImGuiWindow* child = window->DC.ChildWindows[i];
+            if (child->Active)
+                AddWindowToSortedBuffer(out_sorted_windows, child);
+        }
+    }
+}
+
+static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_render_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_render_list->push_back(draw_list);
+}
+
+static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
+{
+    AddDrawListToDrawData(out_render_list, window->DrawList);
+    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
+    {
+        ImGuiWindow* child = window->DC.ChildWindows[i];
+        if (child->Active && child->HiddenFrames == 0) // clipped children may have been marked not active
+            AddWindowToDrawData(out_render_list, child);
+    }
+}
+
+static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    g.IO.MetricsActiveWindows++;
+    if (window->Flags & ImGuiWindowFlags_Tooltip)
+        AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
+    else
+        AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window);
+}
+
+void ImDrawDataBuilder::FlattenIntoSingleLayer()
+{
+    int n = Layers[0].Size;
+    int size = n;
+    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
+        size += Layers[i].Size;
+    Layers[0].resize(size);
+    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
+    {
+        ImVector<ImDrawList*>& layer = Layers[layer_n];
+        if (layer.empty())
+            continue;
+        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
+        n += layer.Size;
+        layer.resize(0);
+    }
+}
+
+static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* out_draw_data)
+{
+    out_draw_data->Valid = true;
+    out_draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
+    out_draw_data->CmdListsCount = draw_lists->Size;
+    out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
+    for (int n = 0; n < draw_lists->Size; n++)
+    {
+        out_draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
+        out_draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
+    }
+}
+
+// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
+void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
+    window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+void ImGui::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 ImGui::EndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
+    if (g.FrameCountEnded == g.FrameCount)          // Don't process EndFrame() multiple times.
+        return;
+
+    // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
+    if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
+    {
+        g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
+        g.OsImePosSet = g.OsImePosRequest;
+    }
+
+    // Hide implicit "Debug" window if it hasn't been used
+    IM_ASSERT(g.CurrentWindowStack.Size == 1);    // Mismatched Begin()/End() calls
+    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
+        g.CurrentWindow->Active = false;
+    End();
+
+    if (g.ActiveId == 0 && g.HoveredId == 0)
+    {
+        if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear
+        {
+            // Click to focus window and start moving (after we're done with all our widgets)
+            if (g.IO.MouseClicked[0])
+            {
+                if (g.HoveredRootWindow != NULL)
+                {
+                    // Set ActiveId even if the _NoMove flag is set, without it dragging away from a window with _NoMove would activate hover on other windows.
+                    FocusWindow(g.HoveredWindow);
+                    SetActiveID(g.HoveredWindow->MoveId, g.HoveredWindow);
+                    g.NavDisableHighlight = true;
+                    g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredRootWindow->Pos;
+                    if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove) && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoMove))
+                        g.MovingWindow = g.HoveredWindow;
+                }
+                else if (g.NavWindow != NULL && GetFrontMostModalRootWindow() == 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 = GetFrontMostModalRootWindow();
+                bool hovered_window_above_modal = false;
+                if (modal == NULL)
+                    hovered_window_above_modal = true;
+                for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
+                {
+                    ImGuiWindow* window = g.Windows[i];
+                    if (window == modal)
+                        break;
+                    if (window == g.HoveredWindow)
+                        hovered_window_above_modal = true;
+                }
+                ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
+            }
+        }
+    }
+
+    // Sort the window list so that all child windows are after their parent
+    // We cannot do that on FocusWindow() because childs may not exist yet
+    g.WindowsSortBuffer.resize(0);
+    g.WindowsSortBuffer.reserve(g.Windows.Size);
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
+            continue;
+        AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
+    }
+
+    IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);  // we done something wrong
+    g.Windows.swap(g.WindowsSortBuffer);
+
+    // Clear Input data for next frame
+    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
+    memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+    memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
+
+    g.FrameCountEnded = g.FrameCount;
+}
+
+void ImGui::Render()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);   // Forgot to call ImGui::NewFrame()
+
+    if (g.FrameCountEnded != g.FrameCount)
+        ImGui::EndFrame();
+    g.FrameCountRendered = g.FrameCount;
+
+    // Gather windows to render
+    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
+    g.DrawDataBuilder.Clear();
+    ImGuiWindow* window_to_render_front_most = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget : NULL;
+    for (int n = 0; n != g.Windows.Size; n++)
+    {
+        ImGuiWindow* window = g.Windows[n];
+        if (window->Active && window->HiddenFrames == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most)
+            AddWindowToDrawDataSelectLayer(window);
+    }
+    if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames == 0) // NavWindowingTarget is always temporarily displayed as the front-most window
+        AddWindowToDrawDataSelectLayer(window_to_render_front_most);
+    g.DrawDataBuilder.FlattenIntoSingleLayer();
+
+    // Draw software mouse cursor if requested
+    ImVec2 offset, size, uv[4];
+    if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
+    {
+        const ImVec2 pos = g.IO.MousePos - offset;
+        const ImTextureID tex_id = g.IO.Fonts->TexID;
+        const float sc = g.Style.MouseCursorScale;
+        g.OverlayDrawList.PushTextureID(tex_id);
+        g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48));        // Shadow
+        g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48));        // Shadow
+        g.OverlayDrawList.AddImage(tex_id, pos,                  pos + size*sc,                uv[2], uv[3], IM_COL32(0,0,0,255));       // Black border
+        g.OverlayDrawList.AddImage(tex_id, pos,                  pos + size*sc,                uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
+        g.OverlayDrawList.PopTextureID();
+    }
+    if (!g.OverlayDrawList.VtxBuffer.empty())
+        AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
+
+    // Setup ImDrawData structure for end-user
+    SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
+    g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
+    g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
+
+    // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
+        g.IO.RenderDrawListsFn(&g.DrawData);
+#endif
+}
+
+const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
+{
+    const char* text_display_end = text;
+    if (!text_end)
+        text_end = (const char*)-1;
+
+    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+        text_display_end++;
+    return text_display_end;
+}
+
+// Pass text data straight to log (without being displayed)
+void ImGui::LogText(const char* fmt, ...)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    va_list args;
+    va_start(args, fmt);
+    if (g.LogFile)
+    {
+        vfprintf(g.LogFile, fmt, args);
+    }
+    else
+    {
+        g.LogClipboard->appendfv(fmt, args);
+    }
+    va_end(args);
+}
+
+// Internal version that takes a position to decide on newline placement and pad items according to their depth.
+// We split text into individual lines to add current tree level padding
+static void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (!text_end)
+        text_end = ImGui::FindRenderedTextEnd(text, text_end);
+
+    const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1);
+    if (ref_pos)
+        window->DC.LogLinePosY = ref_pos->y;
+
+    const char* text_remaining = text;
+    if (g.LogStartDepth > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth
+        g.LogStartDepth = window->DC.TreeDepth;
+    const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
+    for (;;)
+    {
+        // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
+        const char* line_end = text_remaining;
+        while (line_end < text_end)
+            if (*line_end == '\n')
+                break;
+            else
+                line_end++;
+        if (line_end >= text_end)
+            line_end = NULL;
+
+        const bool is_first_line = (text == text_remaining);
+        bool is_last_line = false;
+        if (line_end == NULL)
+        {
+            is_last_line = true;
+            line_end = text_end;
+        }
+        if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0))
+        {
+            const int char_count = (int)(line_end - text_remaining);
+            if (log_new_line || !is_first_line)
+                ImGui::LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining);
+            else
+                ImGui::LogText(" %.*s", char_count, text_remaining);
+        }
+
+        if (is_last_line)
+            break;
+        text_remaining = line_end + 1;
+    }
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Hide anything after a '##' string
+    const char* text_display_end;
+    if (hide_text_after_hash)
+    {
+        text_display_end = FindRenderedTextEnd(text, text_end);
+    }
+    else
+    {
+        if (!text_end)
+            text_end = text + strlen(text); // FIXME-OPT
+        text_display_end = text_end;
+    }
+
+    const int text_len = (int)(text_display_end - text);
+    if (text_len > 0)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
+        if (g.LogEnabled)
+            LogRenderedText(&pos, text, text_display_end);
+    }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (!text_end)
+        text_end = text + strlen(text); // FIXME-OPT
+
+    const int text_len = (int)(text_end - text);
+    if (text_len > 0)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
+        if (g.LogEnabled)
+            LogRenderedText(&pos, text, text_end);
+    }
+}
+
+// Default clip_rect uses (pos_min,pos_max)
+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+    // Hide anything after a '##' string
+    const char* text_display_end = FindRenderedTextEnd(text, text_end);
+    const int text_len = (int)(text_display_end - text);
+    if (text_len == 0)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Perform CPU side clipping for single clipped element to avoid using scissor state
+    ImVec2 pos = pos_min;
+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
+
+    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
+    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
+    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
+        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
+    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
+    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
+
+    // Render
+    if (need_clipping)
+    {
+        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+    }
+    else
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+    }
+    if (g.LogEnabled)
+        LogRenderedText(&pos, text, text_display_end);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+    const float border_size = g.Style.FrameBorderSize;
+    if (border && border_size > 0.0f)
+    {
+        window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+    }
+}
+
+void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const float border_size = g.Style.FrameBorderSize;
+    if (border_size > 0.0f)
+    {
+        window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+    }
+}
+
+// Render a triangle to denote expanded/collapsed state
+void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    const float h = g.FontSize * 1.00f;
+    float r = h * 0.40f * scale;
+    ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);
+
+    ImVec2 a, b, c;
+    switch (dir)
+    {
+    case ImGuiDir_Up:
+    case ImGuiDir_Down:
+        if (dir == ImGuiDir_Up) r = -r;
+        center.y -= r * 0.25f;
+        a = ImVec2(0,1) * r;
+        b = ImVec2(-0.866f,-0.5f) * r;
+        c = ImVec2(+0.866f,-0.5f) * r;
+        break;
+    case ImGuiDir_Left:
+    case ImGuiDir_Right:
+        if (dir == ImGuiDir_Left) r = -r;
+        center.x -= r * 0.25f;
+        a = ImVec2(1,0) * r;
+        b = ImVec2(-0.500f,+0.866f) * r;
+        c = ImVec2(-0.500f,-0.866f) * r;
+        break;
+    case ImGuiDir_None: 
+    case ImGuiDir_COUNT: 
+        IM_ASSERT(0);
+        break;
+    }
+
+    window->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
+}
+
+void ImGui::RenderBullet(ImVec2 pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
+}
+
+void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    float thickness = ImMax(sz / 5.0f, 1.0f);
+    sz -= thickness*0.5f;
+    pos += ImVec2(thickness*0.25f, thickness*0.25f);
+
+    float third = sz / 3.0f;
+    float bx = pos.x + third;
+    float by = pos.y + sz - third*0.5f;
+    window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
+    window->DrawList->PathLineTo(ImVec2(bx, by));
+    window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
+    window->DrawList->PathStroke(col, false, thickness);
+}
+
+void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (id != g.NavId)
+        return;
+    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
+        return;    
+    ImGuiWindow* window = ImGui::GetCurrentWindow();
+    if (window->DC.NavHideHighlightOneFrame)
+        return;
+
+    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
+    ImRect display_rect = bb;
+    display_rect.ClipWith(window->ClipRect);
+    if (flags & ImGuiNavHighlightFlags_TypeDefault)
+    {
+        const float THICKNESS = 2.0f;
+        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
+        display_rect.Expand(ImVec2(DISTANCE,DISTANCE));
+        bool fully_visible = window->ClipRect.Contains(display_rect);
+        if (!fully_visible)
+            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
+        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
+        if (!fully_visible)
+            window->DrawList->PopClipRect();
+    }
+    if (flags & ImGuiNavHighlightFlags_TypeThin)
+    {
+        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
+    }
+}
+
+// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
+// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
+ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+
+    const char* text_display_end;
+    if (hide_text_after_double_hash)
+        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
+    else
+        text_display_end = text_end;
+
+    ImFont* font = g.Font;
+    const float font_size = g.FontSize;
+    if (text == text_display_end)
+        return ImVec2(0.0f, font_size);
+    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
+
+    // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field)
+    const float font_scale = font_size / font->FontSize;
+    const float character_spacing_x = 1.0f * font_scale;
+    if (text_size.x > 0.0f)
+        text_size.x -= character_spacing_x;
+    text_size.x = (float)(int)(text_size.x + 0.95f);
+
+    return text_size;
+}
+
+// Helper to calculate coarse clipping of large list of evenly sized items.
+// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
+// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
+void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.LogEnabled)
+    {
+        // If logging is active, do not perform any clipping
+        *out_items_display_start = 0;
+        *out_items_display_end = items_count;
+        return;
+    }
+    if (window->SkipItems)
+    {
+        *out_items_display_start = *out_items_display_end = 0;
+        return;
+    }
+
+    const ImVec2 pos = window->DC.CursorPos;
+    int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
+    int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
+    if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Up) // When performing a navigation request, ensure we have one item extra in the direction we are moving to
+        start--;
+    if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down)
+        end++;
+
+    start = ImClamp(start, 0, items_count);
+    end = ImClamp(end + 1, start, items_count);
+    *out_items_display_start = start;
+    *out_items_display_end = end;
+}
+
+// Find window given position, search front-to-back
+// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
+static ImGuiWindow* FindHoveredWindow()
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = g.Windows.Size - 1; i >= 0; i--)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (!window->Active)
+            continue;
+        if (window->Flags & ImGuiWindowFlags_NoInputs)
+            continue;
+
+        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
+        ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);
+        if (bb.Contains(g.IO.MousePos))
+            return window;
+    }
+    return NULL;
+}
+
+// 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 ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Clip
+    ImRect rect_clipped(r_min, r_max);
+    if (clip)
+        rect_clipped.ClipWith(window->ClipRect);
+
+    // Expand for touch input
+    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
+    return rect_for_touch.Contains(g.IO.MousePos);
+}
+
+static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
+{
+    const int key_index = GImGui->IO.KeyMap[key];
+    return (key_index >= 0) ? ImGui::IsKeyPressed(key_index, repeat) : false;
+}
+
+int ImGui::GetKeyIndex(ImGuiKey imgui_key)
+{
+    IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
+    return GImGui->IO.KeyMap[imgui_key];
+}
+
+// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your back-end/engine stored them into KeyDown[]!
+bool ImGui::IsKeyDown(int user_key_index)
+{
+    if (user_key_index < 0) return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
+    return GImGui->IO.KeysDown[user_key_index];
+}
+
+int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
+{
+    if (t == 0.0f)
+        return 1;
+    if (t <= repeat_delay || repeat_rate <= 0.0f)
+        return 0;
+    const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate);
+    return (count > 0) ? count : 0;
+}
+
+int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
+{
+    ImGuiContext& g = *GImGui;
+    if (key_index < 0) return false;
+    IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    const float t = g.IO.KeysDownDuration[key_index];
+    return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
+}
+
+bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
+{
+    ImGuiContext& g = *GImGui;
+    if (user_key_index < 0) return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    const float t = g.IO.KeysDownDuration[user_key_index];
+    if (t == 0.0f)
+        return true;
+    if (repeat && t > g.IO.KeyRepeatDelay)
+        return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
+    return false;
+}
+
+bool ImGui::IsKeyReleased(int user_key_index)
+{
+    ImGuiContext& g = *GImGui;
+    if (user_key_index < 0) return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
+}
+
+bool ImGui::IsMouseDown(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDown[button];
+}
+
+bool ImGui::IsAnyMouseDown()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
+        if (g.IO.MouseDown[n])
+            return true;
+    return false;
+}
+
+bool ImGui::IsMouseClicked(int button, bool repeat)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    const float t = g.IO.MouseDownDuration[button];
+    if (t == 0.0f)
+        return true;
+
+    if (repeat && t > g.IO.KeyRepeatDelay)
+    {
+        float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
+        if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
+            return true;
+    }
+
+    return false;
+}
+
+bool ImGui::IsMouseReleased(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseReleased[button];
+}
+
+bool ImGui::IsMouseDoubleClicked(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDoubleClicked[button];
+}
+
+bool ImGui::IsMouseDragging(int button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (!g.IO.MouseDown[button])
+        return false;
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
+}
+
+ImVec2 ImGui::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 ImGui::GetMousePosOnOpeningCurrentPopup()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.CurrentPopupStack.Size > 0)
+        return g.OpenPopupStack[g.CurrentPopupStack.Size-1].OpenMousePos;
+    return g.IO.MousePos;
+}
+
+// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position
+bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
+{
+    if (mouse_pos == NULL)
+        mouse_pos = &GImGui->IO.MousePos;
+    const float MOUSE_INVALID = -256000.0f;
+    return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID;
+}
+
+// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
+ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    if (g.IO.MouseDown[button])
+        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
+            return g.IO.MousePos - g.IO.MouseClickedPos[button];     // Assume we can only get active with left-mouse button (at the moment).
+    return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::ResetMouseDragDelta(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
+    g.IO.MouseClickedPos[button] = g.IO.MousePos;
+}
+
+ImGuiMouseCursor ImGui::GetMouseCursor()
+{
+    return GImGui->MouseCursor;
+}
+
+void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
+{
+    GImGui->MouseCursor = cursor_type;
+}
+
+void ImGui::CaptureKeyboardFromApp(bool capture)
+{
+    GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
+}
+
+void ImGui::CaptureMouseFromApp(bool capture)
+{
+    GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
+}
+
+bool ImGui::IsItemActive()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId)
+    {
+        ImGuiWindow* window = g.CurrentWindow;
+        return g.ActiveId == window->DC.LastItemId;
+    }
+    return false;
+}
+
+bool ImGui::IsItemFocused()
+{
+    ImGuiContext& g = *GImGui;
+    return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId;
+}
+
+bool ImGui::IsItemClicked(int mouse_button)
+{
+    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_Default);
+}
+
+bool ImGui::IsAnyItemHovered()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
+}
+
+bool ImGui::IsAnyItemActive()
+{
+    ImGuiContext& g = *GImGui;
+    return g.ActiveId != 0;
+}
+
+bool ImGui::IsAnyItemFocused()
+{
+    ImGuiContext& g = *GImGui;
+    return g.NavId != 0 && !g.NavDisableHighlight;
+}
+
+bool ImGui::IsItemVisible()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ClipRect.Overlaps(window->DC.LastItemRect);
+}
+
+// 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 ImGui::SetItemAllowOverlap()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
+        g.HoveredIdAllowOverlap = true;
+    if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
+        g.ActiveIdAllowOverlap = true;
+}
+
+ImVec2 ImGui::GetItemRectMin()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.Min;
+}
+
+ImVec2 ImGui::GetItemRectMax()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.Max;
+}
+
+ImVec2 ImGui::GetItemRectSize()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.GetSize();
+}
+
+static ImRect GetViewportRect()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
+        return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
+    return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+}
+
+// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.
+void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip)
+{
+    ImGuiContext& g = *GImGui;
+    char window_name[16];
+    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
+    if (override_previous_tooltip)
+        if (ImGuiWindow* window = FindWindowByName(window_name))
+            if (window->Active)
+            {
+                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
+                window->HiddenFrames = 1;
+                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
+            }
+    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav;
+    Begin(window_name, NULL, flags | extra_flags);
+}
+
+void ImGui::SetTooltipV(const char* fmt, va_list args)
+{
+    BeginTooltipEx(0, true);
+    TextV(fmt, args);
+    EndTooltip();
+}
+
+void ImGui::SetTooltip(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    SetTooltipV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::BeginTooltip()
+{
+    BeginTooltipEx(0, false);
+}
+
+void ImGui::EndTooltip()
+{
+    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
+    End();
+}
+
+// Mark popup as open (toggle toward open state).
+// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
+// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
+void ImGui::OpenPopupEx(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* parent_window = g.CurrentWindow;
+    int current_stack_size = g.CurrentPopupStack.Size;
+    ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
+    popup_ref.PopupId = id;
+    popup_ref.Window = NULL;
+    popup_ref.ParentWindow = parent_window;
+    popup_ref.OpenFrameCount = g.FrameCount;
+    popup_ref.OpenParentId = parent_window->IDStack.back();
+    popup_ref.OpenMousePos = g.IO.MousePos;
+    popup_ref.OpenPopupPos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
+
+    //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
+    if (g.OpenPopupStack.Size < current_stack_size + 1)
+    {
+        g.OpenPopupStack.push_back(popup_ref);
+    }
+    else
+    {
+        // Close child popups if any
+        g.OpenPopupStack.resize(current_stack_size + 1);
+
+        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
+        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
+        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. 
+        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
+            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
+        else
+            g.OpenPopupStack[current_stack_size] = popup_ref;
+
+        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
+        // This is equivalent to what ClosePopupToLevel() does.
+        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
+        //    FocusWindow(parent_window);
+    }
+}
+
+void ImGui::OpenPopup(const char* str_id)
+{
+    ImGuiContext& g = *GImGui;
+    OpenPopupEx(g.CurrentWindow->GetID(str_id));
+}
+
+void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.empty())
+        return;
+
+    // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+    // Don't close our own child popup windows.
+    int n = 0;
+    if (ref_window)
+    {
+        for (n = 0; n < g.OpenPopupStack.Size; n++)
+        {
+            ImGuiPopupRef& popup = g.OpenPopupStack[n];
+            if (!popup.Window)
+                continue;
+            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
+            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
+                continue;
+
+            // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow)
+            bool has_focus = false;
+            for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++)
+                has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow);
+            if (!has_focus)
+                break;
+        }
+    }
+    if (n < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the block below
+        ClosePopupToLevel(n);
+}
+
+static ImGuiWindow* GetFrontMostModalRootWindow()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = g.OpenPopupStack.Size-1; n >= 0; n--)
+        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
+            if (popup->Flags & ImGuiWindowFlags_Modal)
+                return popup;
+    return NULL;
+}
+
+static void ClosePopupToLevel(int remaining)
+{
+    IM_ASSERT(remaining >= 0);
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow;
+    if (g.NavLayer == 0)
+        focus_window = NavRestoreLastChildNavWindow(focus_window);
+    ImGui::FocusWindow(focus_window);
+    focus_window->DC.NavHideHighlightOneFrame = true;
+    g.OpenPopupStack.resize(remaining);
+}
+
+void ImGui::ClosePopup(ImGuiID id)
+{
+    if (!IsPopupOpen(id))
+        return;
+    ImGuiContext& g = *GImGui;
+    ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+}
+
+// Close the popup we have begin-ed into.
+void ImGui::CloseCurrentPopup()
+{
+    ImGuiContext& g = *GImGui;
+    int popup_idx = g.CurrentPopupStack.Size - 1;
+    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
+        return;
+    while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
+        popup_idx--;
+    ClosePopupToLevel(popup_idx);
+}
+
+bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (!IsPopupOpen(id))
+    {
+        g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    char name[20];
+    if (extra_flags & ImGuiWindowFlags_ChildMenu)
+        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size);    // Recycle windows based on depth
+    else
+        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
+
+    bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
+    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+        EndPopup();
+
+    return is_open;
+}
+
+bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance
+    {
+        g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+    return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::IsPopupOpen(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id;
+}
+
+bool ImGui::IsPopupOpen(const char* str_id)
+{
+    ImGuiContext& g = *GImGui;
+    return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
+}
+
+bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiID id = window->GetID(name);
+    if (!IsPopupOpen(id))
+    {
+        g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    // Center modal windows by default
+    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
+    if (g.NextWindowData.PosCond == 0)
+        SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
+
+    bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings);
+    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+    {
+        EndPopup();
+        if (is_open)
+            ClosePopup(id);
+        return false;
+    }
+
+    return is_open;
+}
+
+static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NavWindow == window && NavMoveRequestButNoResultYet())
+        if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
+        {
+            g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
+            ImGui::NavMoveRequestCancel();
+            g.NavWindow->NavRectRel[0].Min.y = g.NavWindow->NavRectRel[0].Max.y = ((g.NavMoveDir == ImGuiDir_Up) ? ImMax(window->SizeFull.y, window->SizeContents.y) : 0.0f) - window->Scroll.y;
+        }
+}
+
+void ImGui::EndPopup()
+{
+    ImGuiContext& g = *GImGui; (void)g;
+    IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
+    IM_ASSERT(g.CurrentPopupStack.Size > 0);
+
+    // Make all menus and popups wrap around for now, may need to expose that policy.
+    NavProcessMoveRequestWrapAround(g.CurrentWindow);
+    
+    End();
+}
+
+bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+    {
+        ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+        IM_ASSERT(id != 0);                                                  // However, you cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+        OpenPopupEx(id);
+        return true;
+    }
+    return false;
+}
+
+// This is a helper to handle the simplest case of associating one named popup to one given widget.
+// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
+// You can pass a NULL str_id to use the identifier of the last item.
+bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+    IM_ASSERT(id != 0);                                                  // However, you cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+        OpenPopupEx(id);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)
+{
+    if (!str_id)
+        str_id = "window_context";
+    ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
+    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+        if (also_over_items || !IsAnyItemHovered())
+            OpenPopupEx(id);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
+{
+    if (!str_id) 
+        str_id = "void_context";
+    ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
+    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
+        OpenPopupEx(id);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+}
+
+static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* parent_window = ImGui::GetCurrentWindow();
+    ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
+    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
+
+    const ImVec2 content_avail = ImGui::GetContentRegionAvail();
+    ImVec2 size = ImFloor(size_arg);
+    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
+    if (size.x <= 0.0f)
+        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
+    if (size.y <= 0.0f)
+        size.y = ImMax(content_avail.y + size.y, 4.0f);
+
+    const float backup_border_size = g.Style.ChildBorderSize;
+    if (!border)
+        g.Style.ChildBorderSize = 0.0f;
+    flags |= extra_flags;
+
+    char title[256];
+    if (name)
+        ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name);
+    else
+        ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
+
+    ImGui::SetNextWindowSize(size);
+    bool ret = ImGui::Begin(title, NULL, flags);
+    ImGuiWindow* child_window = ImGui::GetCurrentWindow();
+    child_window->ChildId = id;
+    child_window->AutoFitChildAxises = auto_fit_axises;
+    g.Style.ChildBorderSize = backup_border_size;
+
+    // Process navigation-in immediately so NavInit can run on first frame
+    if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id)
+    {
+        ImGui::FocusWindow(child_window);
+        ImGui::NavInitWindow(child_window, false);
+        ImGui::SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
+        g.ActiveIdSource = ImGuiInputSource_Nav;
+    }
+
+    return ret;
+}
+
+bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
+}
+
+bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
+{
+    IM_ASSERT(id != 0);
+    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
+}
+
+void ImGui::EndChild()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() callss
+    if (window->BeginCount > 1)
+    {
+        End();
+    }
+    else
+    {
+        // When using auto-filling child window, we don't provide full width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
+        ImVec2 sz = GetWindowSize();
+        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
+            sz.x = ImMax(4.0f, sz.x);
+        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
+            sz.y = ImMax(4.0f, sz.y);
+        End();
+
+        ImGuiWindow* parent_window = g.CurrentWindow;
+        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
+        ItemSize(sz);
+        if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
+        {
+            ItemAdd(bb, window->ChildId);
+            RenderNavHighlight(bb, window->ChildId);
+
+            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child
+            if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)
+                RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
+        }
+        else
+        {
+            // Not navigable into
+            ItemAdd(bb, 0);
+        }
+    }
+}
+
+// Helper to create a child window / scrolling region that looks like a normal widget frame.
+bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
+    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
+    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
+    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
+    return BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
+}
+
+void ImGui::EndChildFrame()
+{
+    EndChild();
+    PopStyleVar(3);
+    PopStyleColor();
+}
+
+// Save and compare stack sizes on Begin()/End() to detect usage errors
+static void CheckStacksSize(ImGuiWindow* window, bool write)
+{
+    // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
+    ImGuiContext& g = *GImGui;
+    int* p_backup = &window->DC.StackSizesBackup[0];
+    { int current = window->IDStack.Size;       if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!");   p_backup++; }    // Too few or too many PopID()/TreePop()
+    { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!");                p_backup++; }    // Too few or too many EndGroup()
+    { int current = g.CurrentPopupStack.Size;   if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
+    { int current = g.ColorModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushStyleColor/PopStyleColor Mismatch!");       p_backup++; }    // Too few or too many PopStyleColor()
+    { int current = g.StyleModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushStyleVar/PopStyleVar Mismatch!");           p_backup++; }    // Too few or too many PopStyleVar()
+    { int current = g.FontStack.Size;           if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushFont/PopFont Mismatch!");                   p_backup++; }    // Too few or too many PopFont()
+    IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
+}
+
+enum ImGuiPopupPositionPolicy
+{
+    ImGuiPopupPositionPolicy_Default,
+    ImGuiPopupPositionPolicy_ComboBox
+};
+
+static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default)
+{
+    const ImGuiStyle& style = GImGui->Style;
+
+    // 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 safe_padding = style.DisplaySafeAreaPadding;
+    ImRect r_outer(GetViewportRect());
+    r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f));
+    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
+    //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
+    //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
+
+    // Combo Box policy (we want a connecting edge)
+    if (policy == ImGuiPopupPositionPolicy_ComboBox)
+    {
+        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
+        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+        {
+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+            if (n != -1 && dir == *last_dir) // Already tried this direction?
+                continue;
+            ImVec2 pos;
+            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
+            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
+            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
+            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
+            if (!r_outer.Contains(ImRect(pos, pos + size)))
+                continue;
+            *last_dir = dir;
+            return pos;
+        }
+    }
+
+    // Default popup policy
+    const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
+    for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+    {
+        const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+        if (n != -1 && dir == *last_dir) // Already tried this direction?
+            continue;
+        float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
+        float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
+        if (avail_w < size.x || avail_h < size.y)
+            continue;
+        ImVec2 pos;
+        pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
+        pos.y = (dir == ImGuiDir_Up)   ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down)  ? r_avoid.Max.y : base_pos_clamped.y;
+        *last_dir = dir;
+        return pos;
+    }
+
+    // Fallback, try to keep within display
+    *last_dir = ImGuiDir_None;
+    ImVec2 pos = ref_pos;
+    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+    return pos;
+}
+
+static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
+{
+    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
+    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
+    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
+}
+
+ImGuiWindow* ImGui::FindWindowByName(const char* name)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = ImHash(name, 0);
+    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Create window the first time
+    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
+    window->Flags = flags;
+    g.WindowsById.SetVoidPtr(window->ID, window);
+
+    // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
+    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+    {
+        // Retrieve settings from .ini file
+        // Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
+        window->Pos = window->PosFloat = ImVec2(60, 60);
+
+        if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
+        {
+            SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
+            window->PosFloat = settings->Pos;
+            window->Pos = ImFloor(window->PosFloat);
+            window->Collapsed = settings->Collapsed;
+            if (ImLengthSqr(settings->Size) > 0.00001f)
+                size = settings->Size;
+        }
+    }
+    window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
+
+    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
+    {
+        window->AutoFitFramesX = window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+    else
+    {
+        if (window->Size.x <= 0.0f)
+            window->AutoFitFramesX = 2;
+        if (window->Size.y <= 0.0f)
+            window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
+    }
+
+    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
+        g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once
+    else
+        g.Windows.push_back(window);
+    return window;
+}
+
+static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NextWindowData.SizeConstraintCond != 0)
+    {
+        // Using -1,-1 on either X/Y axis to preserve the current size.
+        ImRect cr = g.NextWindowData.SizeConstraintRect;
+        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
+        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
+        if (g.NextWindowData.SizeCallback)
+        {
+            ImGuiSizeCallbackData data;
+            data.UserData = g.NextWindowData.SizeCallbackUserData;
+            data.Pos = window->Pos;
+            data.CurrentSize = window->SizeFull;
+            data.DesiredSize = new_size;
+            g.NextWindowData.SizeCallback(&data);
+            new_size = data.DesiredSize;
+        }
+    }
+
+    // Minimum size
+    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
+    {
+        new_size = ImMax(new_size, g.Style.WindowMinSize);
+        new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
+    }
+    return new_size;
+}
+
+static ImVec2 CalcSizeContents(ImGuiWindow* window)
+{
+    ImVec2 sz;
+    sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x));
+    sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y));
+    return sz + window->WindowPadding;
+}
+
+static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImGuiWindowFlags flags = window->Flags;
+    ImVec2 size_auto_fit;
+    if ((flags & ImGuiWindowFlags_Tooltip) != 0)
+    {
+        // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
+        size_auto_fit = size_contents;
+    }
+    else
+    {
+        // When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
+        size_auto_fit = ImClamp(size_contents, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding));
+        ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
+        if (size_auto_fit_after_constraint.x < size_contents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
+            size_auto_fit.y += style.ScrollbarSize;
+        if (size_auto_fit_after_constraint.y < size_contents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
+            size_auto_fit.x += style.ScrollbarSize;
+    }
+    return size_auto_fit;
+}
+
+static float GetScrollMaxX(ImGuiWindow* window)
+{
+    return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));
+}
+
+static float GetScrollMaxY(ImGuiWindow* window)
+{
+    return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));
+}
+
+static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
+{
+    ImVec2 scroll = window->Scroll;
+    float cr_x = window->ScrollTargetCenterRatio.x;
+    float cr_y = window->ScrollTargetCenterRatio.y;
+    if (window->ScrollTarget.x < FLT_MAX)
+        scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
+    if (window->ScrollTarget.y < FLT_MAX)
+        scroll.y = window->ScrollTarget.y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y);
+    scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
+    if (!window->Collapsed && !window->SkipItems)
+    {
+        scroll.x = ImMin(scroll.x, GetScrollMaxX(window));
+        scroll.y = ImMin(scroll.y, GetScrollMaxY(window));
+    }
+    return scroll;
+}
+
+static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
+{
+    if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+        return ImGuiCol_PopupBg;
+    if (flags & ImGuiWindowFlags_ChildWindow)
+        return ImGuiCol_ChildBg;
+    return ImGuiCol_WindowBg;
+}
+
+static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
+{
+    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
+    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
+    ImVec2 size_expected = pos_max - pos_min;
+    ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected);
+    *out_pos = pos_min;
+    if (corner_norm.x == 0.0f)
+        out_pos->x -= (size_constrained.x - size_expected.x);
+    if (corner_norm.y == 0.0f)
+        out_pos->y -= (size_constrained.y - size_expected.y);
+    *out_size = size_constrained;
+}
+
+struct ImGuiResizeGripDef
+{
+    ImVec2           CornerPos;
+    ImVec2           InnerDir;
+    int              AngleMin12, AngleMax12;
+};
+
+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 GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
+{
+    ImRect rect = window->Rect();
+    if (thickness == 0.0f) rect.Max -= ImVec2(1,1);
+    if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y,                rect.Max.x - perp_padding, rect.Min.y + thickness);
+    if (border_n == 1) return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x,                rect.Max.y - perp_padding);
+    if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y);
+    if (border_n == 3) return ImRect(rect.Min.x,                rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding);
+    IM_ASSERT(0);
+    return ImRect();
+}
+
+// Handle resize for: Resize Grips, Borders, Gamepad
+static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4])
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindowFlags flags = window->Flags;
+    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        return;
+
+    const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
+    const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
+    const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
+
+    ImVec2 pos_target(FLT_MAX, FLT_MAX);
+    ImVec2 size_target(FLT_MAX, FLT_MAX);
+
+    // Manual resize grips
+    PushID("#RESIZE");
+    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+    {
+        const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
+        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
+
+        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
+        ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
+        resize_rect.FixInverted();
+        bool hovered, held;
+        ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+        if (hovered || held)
+            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
+
+        if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
+        {
+            // Manual auto-fit when double-clicking
+            size_target = CalcSizeAfterConstraint(window, size_auto_fit);
+            ClearActiveID();
+        }
+        else if (held)
+        {
+            // Resize from any of the four corners
+            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
+            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
+            CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
+        }
+        if (resize_grip_n == 0 || held || hovered)
+            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
+    }
+    for (int border_n = 0; border_n < resize_border_count; border_n++)
+    {
+        const float BORDER_SIZE = 5.0f;          // FIXME: Only works _inside_ window because of HoveredWindow check.
+        const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
+        bool hovered, held;
+        ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
+        ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
+        if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
+        {
+            g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
+            if (held) *border_held = border_n;
+        }
+        if (held)
+        {
+            ImVec2 border_target = window->Pos;
+            ImVec2 border_posn;
+            if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); }
+            if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
+            if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
+            if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
+            CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
+        }
+    }
+    PopID();
+
+    // Navigation resize (keyboard/gamepad)
+    if (g.NavWindowingTarget == window)
+    {
+        ImVec2 nav_resize_delta;
+        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
+            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+        if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
+        if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
+        {
+            const float NAV_RESIZE_SPEED = 600.0f;
+            nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
+            g.NavWindowingToggleLayer = false;
+            g.NavDisableMouseHover = true;
+            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
+            // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
+            size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
+        }
+    }
+
+    // Apply back modified position/size to window
+    if (size_target.x != FLT_MAX)
+    {
+        window->SizeFull = size_target;
+        MarkIniSettingsDirty(window);
+    }
+    if (pos_target.x != FLT_MAX)
+    {
+        window->Pos = window->PosFloat = ImFloor(pos_target);
+        MarkIniSettingsDirty(window);
+    }
+
+    window->Size = window->SizeFull;
+}
+
+// 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 ImGui::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 ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    IM_ASSERT(name != NULL);                        // Window name required
+    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
+    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
+
+    // Find or create
+    ImGuiWindow* window = FindWindowByName(name);
+    const bool window_just_created = (window == NULL);
+    if (window_just_created)
+    {
+        ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here.
+        window = CreateNewWindow(name, size_on_first_use, flags);
+    }
+
+    // Automatically disable manual moving/resizing when NoInputs is set
+    if (flags & ImGuiWindowFlags_NoInputs)
+        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
+    
+    if (flags & ImGuiWindowFlags_NavFlattened)
+        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
+
+    const int current_frame = g.FrameCount;
+    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+    if (first_begin_of_the_frame)
+        window->Flags = (ImGuiWindowFlags)flags;
+    else
+        flags = window->Flags;
+
+    // Update the Appearing flag
+    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+    const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames > 0);
+    if (flags & ImGuiWindowFlags_Popup)
+    {
+        ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
+        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
+        window_just_activated_by_user |= (window != popup_ref.Window);
+    }
+    window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
+    window->CloseButton = (p_open != NULL);
+    if (window->Appearing)
+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+
+    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
+    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
+    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
+    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
+
+    // Add to stack
+    g.CurrentWindowStack.push_back(window);
+    SetCurrentWindow(window);
+    CheckStacksSize(window, true);
+    if (flags & ImGuiWindowFlags_Popup)
+    {
+        ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
+        popup_ref.Window = window;
+        g.CurrentPopupStack.push_back(popup_ref);
+        window->PopupId = popup_ref.PopupId;
+    }
+
+    if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
+        window->NavLastIds[0] = 0;
+
+    // Process SetNextWindow***() calls
+    bool window_pos_set_by_api = false;
+    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
+    if (g.NextWindowData.PosCond)
+    {
+        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
+        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
+        {
+            // May be processed on the next frame if this is our first frame and we are measuring size
+            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
+            window->SetWindowPosVal = g.NextWindowData.PosVal;
+            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
+            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+        }
+        else
+        {
+            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
+        }
+        g.NextWindowData.PosCond = 0;
+    }
+    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);
+        g.NextWindowData.SizeCond = 0;
+    }
+    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();
+        g.NextWindowData.ContentSizeCond = 0;
+    }
+    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);
+        g.NextWindowData.CollapsedCond = 0;
+    }
+    if (g.NextWindowData.FocusCond)
+    {
+        SetWindowFocus();
+        g.NextWindowData.FocusCond = 0;
+    }
+    if (window->Appearing)
+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
+
+    // When reusing window again multiple times a frame, just append content (don't need to setup again)
+    if (first_begin_of_the_frame)
+    {
+        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
+
+        // Initialize
+        window->ParentWindow = parent_window;
+        window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = window->RootWindowForNav = window;
+        if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !window_is_child_tooltip)
+            window->RootWindow = parent_window->RootWindow;
+        if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+            window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = parent_window->RootWindowForTitleBarHighlight; // Same value in master branch, will differ for docking
+        while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
+            window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
+
+        window->Active = true;
+        window->BeginOrderWithinParent = 0;
+        window->BeginOrderWithinContext = g.WindowsActiveCount++;
+        window->BeginCount = 0;
+        window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
+        window->LastFrameActive = current_frame;
+        window->IDStack.resize(1);
+
+        // Lock window rounding, border size and rounding so that altering the border sizes for children doesn't have side-effects.
+        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
+        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);
+
+        // Collapse window by double-clicking on title bar
+        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+        {
+            ImRect title_bar_rect = window->TitleBarRect();
+            if (window->CollapseToggleWanted || (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]))
+            {
+                window->Collapsed = !window->Collapsed;
+                MarkIniSettingsDirty(window);
+                FocusWindow(window);
+            }
+        }
+        else
+        {
+            window->Collapsed = false;
+        }
+        window->CollapseToggleWanted = false;
+
+        // SIZE
+
+        // Update contents size from last frame for auto-fitting (unless explicitly specified)
+        window->SizeContents = CalcSizeContents(window);
+
+        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
+        if (window->HiddenFrames > 0)
+            window->HiddenFrames--;
+        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
+        {
+            window->HiddenFrames = 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);
+            }
+        }
+
+        // Hide new windows for one frame until they calculate their size
+        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
+            window->HiddenFrames = 1;
+
+        // Calculate auto-fit size, handle automatic resize
+        const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents);
+        ImVec2 size_full_modified(FLT_MAX, FLT_MAX);
+        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
+        {
+            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
+            if (!window_size_x_set_by_api)
+                window->SizeFull.x = size_full_modified.x = size_auto_fit.x;
+            if (!window_size_y_set_by_api)
+                window->SizeFull.y = size_full_modified.y = size_auto_fit.y;
+        }
+        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        {
+            // Auto-fit may only grow window during the first few frames
+            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
+            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
+                window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
+                window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+            if (!window->Collapsed)
+                MarkIniSettingsDirty(window);
+        }
+
+        // Apply minimum/maximum window size constraints and final size
+        window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
+        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
+
+        // SCROLLBAR STATUS
+
+        // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). 
+        if (!window->Collapsed)
+        {
+            // When reading the current size we need to read it after size constraints have been applied
+            float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x;
+            float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y;
+            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
+            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
+            if (window->ScrollbarX && !window->ScrollbarY)
+                window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
+            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
+        }
+
+        // POSITION
+
+        // Popup latch its initial position, will position itself when it appears next frame
+        if (window_just_activated_by_user)
+        {
+            window->AutoPosLastDirection = ImGuiDir_None;
+            if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
+                window->Pos = window->PosFloat = g.CurrentPopupStack.back().OpenPopupPos;
+        }
+
+        // Position child window
+        if (flags & ImGuiWindowFlags_ChildWindow)
+        {
+            window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size;
+            parent_window->DC.ChildWindows.push_back(window);
+            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
+                window->Pos = window->PosFloat = parent_window->DC.CursorPos;
+        }
+
+        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
+        if (window_pos_with_pivot)
+        {
+            // Position given a pivot (e.g. for centering)
+            SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0);
+        }
+        else if (flags & ImGuiWindowFlags_ChildMenu)
+        {
+            // Child menus typically request _any_ position within the parent menu item, and then our FindBestPopupWindowPos() function will move the new menu outside the parent bounds.
+            // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
+            IM_ASSERT(window_pos_set_by_api);
+            float horizontal_overlap = style.ItemSpacing.x; // We want some overlap to convey the relative depth of each popup (currently the amount of overlap it is hard-coded to style.ItemSpacing.x, may need to introduce another style value).
+            ImGuiWindow* parent_menu = parent_window_in_stack;
+            ImRect rect_to_avoid;
+            if (parent_menu->DC.MenuBarAppending)
+                rect_to_avoid = ImRect(-FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight(), FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight() + parent_menu->MenuBarHeight());
+            else
+                rect_to_avoid = ImRect(parent_menu->Pos.x + horizontal_overlap, -FLT_MAX, parent_menu->Pos.x + parent_menu->Size.x - horizontal_overlap - parent_menu->ScrollbarSizes.x, FLT_MAX);
+            window->PosFloat = FindBestWindowPosForPopup(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
+        }
+        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
+        {
+            ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
+            window->PosFloat = FindBestWindowPosForPopup(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
+        }
+
+        // Position tooltip (always follows mouse)
+        if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
+        {
+            float sc = g.Style.MouseCursorScale;
+            ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
+            ImRect rect_to_avoid;
+            if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
+                rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); 
+            else
+                rect_to_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.
+            window->PosFloat = FindBestWindowPosForPopup(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
+            if (window->AutoPosLastDirection == ImGuiDir_None)
+                window->PosFloat = 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.
+        }
+
+        // Clamp position so it stays visible
+        if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+        {
+            if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+            {
+                ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+                window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
+                window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
+            }
+        }
+        window->Pos = ImFloor(window->PosFloat);
+
+        // 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);
+
+        // Prepare for focus requests
+        window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
+        window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
+        window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
+        window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
+
+        // Apply scrolling
+        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+
+        // Apply focus, new windows appears in front
+        bool want_focus = false;
+        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
+            if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
+                want_focus = true;
+
+        // Handle manual resize: Resize Grips, Borders, Gamepad
+        int border_held = -1;
+        ImU32 resize_grip_col[4] = { 0 };
+        const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
+        const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
+        if (!window->Collapsed)
+            UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
+
+        // DRAWING
+
+        // Setup draw list and outer clipping rectangle
+        window->DrawList->Clear();
+        window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
+        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
+        ImRect viewport_rect(GetViewportRect());
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
+            PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);
+        else
+            PushClipRect(viewport_rect.Min, viewport_rect.Max, true);
+
+        // Draw modal window background (darkens what is behind them)
+        if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
+            window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
+
+        // Draw navigation selection/windowing rectangle background
+        if (g.NavWindowingTarget == window)
+        {
+            ImRect bb = window->Rect();
+            bb.Expand(g.FontSize);
+            if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
+                window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
+        }
+
+        // Draw window + handle manual resize
+        const float window_rounding = window->WindowRounding;
+        const float window_border_size = window->WindowBorderSize;
+        const bool title_bar_is_highlight = want_focus || (g.NavWindow && window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
+        const ImRect title_bar_rect = window->TitleBarRect();
+        if (window->Collapsed)
+        {
+            // Title bar only
+            float backup_border_size = style.FrameBorderSize;
+            g.Style.FrameBorderSize = window->WindowBorderSize;
+            ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
+            RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
+            g.Style.FrameBorderSize = backup_border_size;
+        }
+        else
+        {
+            // Window background
+            ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
+            if (g.NextWindowData.BgAlphaCond != 0)
+            {
+                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
+                g.NextWindowData.BgAlphaCond = 0;
+            }
+            window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
+
+            // Title bar
+            ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+            if (!(flags & ImGuiWindowFlags_NoTitleBar))
+                window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
+
+            // Menu bar
+            if (flags & ImGuiWindowFlags_MenuBar)
+            {
+                ImRect menu_bar_rect = window->MenuBarRect();
+                menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
+                window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
+                if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
+                    window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+            }
+
+            // Scrollbars
+            if (window->ScrollbarX)
+                Scrollbar(ImGuiLayoutType_Horizontal);
+            if (window->ScrollbarY)
+                Scrollbar(ImGuiLayoutType_Vertical);
+
+            // Render resize grips (after their input handling so we don't have a frame of latency)
+            if (!(flags & ImGuiWindowFlags_NoResize))
+            {
+                for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+                {
+                    const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
+                    const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
+                    window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
+                    window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
+                    window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
+                    window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
+                }
+            }
+
+            // Borders
+            if (window_border_size > 0.0f)
+                window->DrawList->AddRect(window->Pos, window->Pos+window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
+            if (border_held != -1)
+            {
+                ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f);
+                window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
+            }
+            if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
+                window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+        }
+
+        // Draw navigation selection/windowing rectangle border
+        if (g.NavWindowingTarget == window)
+        {
+            float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
+            ImRect bb = window->Rect();
+            bb.Expand(g.FontSize);
+            if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
+            {
+                bb.Expand(-g.FontSize - 1.0f);
+                rounding = window->WindowRounding;
+            }
+            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
+        }
+
+        // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. 
+        window->SizeFullAtLastBegin = window->SizeFull;
+
+        // Update ContentsRegionMax. All the variable it depends on are set above in this function.
+        window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
+        window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
+        window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); 
+        window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); 
+
+        // Setup drawing context
+        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
+        window->DC.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;
+        window->DC.GroupOffsetX = 0.0f;
+        window->DC.ColumnsOffsetX = 0.0f;
+        window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.IndentX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);
+        window->DC.CursorPos = window->DC.CursorStartPos;
+        window->DC.CursorPosPrevLine = window->DC.CursorPos;
+        window->DC.CursorMaxPos = window->DC.CursorStartPos;
+        window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
+        window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
+        window->DC.NavHideHighlightOneFrame = false;
+        window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f);
+        window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
+        window->DC.NavLayerActiveMaskNext = 0x00;
+        window->DC.MenuBarAppending = false;
+        window->DC.MenuBarOffsetX = ImMax(window->WindowPadding.x, style.ItemSpacing.x);
+        window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+        window->DC.ChildWindows.resize(0);
+        window->DC.LayoutType = ImGuiLayoutType_Vertical;
+        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
+        window->DC.ItemFlags = ImGuiItemFlags_Default_;
+        window->DC.ItemWidth = window->ItemWidthDefault;
+        window->DC.TextWrapPos = -1.0f; // disabled
+        window->DC.ItemFlagsStack.resize(0);
+        window->DC.ItemWidthStack.resize(0);
+        window->DC.TextWrapPosStack.resize(0);
+        window->DC.ColumnsSet = NULL;
+        window->DC.TreeDepth = 0;
+        window->DC.TreeDepthMayJumpToParentOnPop = 0x00;
+        window->DC.StateStorage = &window->StateStorage;
+        window->DC.GroupStack.resize(0);
+        window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
+
+        if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
+        {
+            window->DC.ItemFlags = parent_window->DC.ItemFlags;
+            window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
+        }
+
+        if (window->AutoFitFramesX > 0)
+            window->AutoFitFramesX--;
+        if (window->AutoFitFramesY > 0)
+            window->AutoFitFramesY--;
+
+        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
+        if (want_focus)
+        {
+            FocusWindow(window);
+            NavInitWindow(window, false);
+        }
+
+        // Title bar
+        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        {
+            // Close & collapse button are on layer 1 (same as menus) and don't default focus
+            const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
+            window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
+            window->DC.NavLayerCurrent++;
+            window->DC.NavLayerCurrentMask <<= 1;
+
+            // Collapse button
+            if (!(flags & ImGuiWindowFlags_NoCollapse))
+            {
+                ImGuiID id = window->GetID("#COLLAPSE");
+                ImRect bb(window->Pos + style.FramePadding + ImVec2(1,1), window->Pos + style.FramePadding + ImVec2(g.FontSize,g.FontSize) - ImVec2(1,1));
+                ItemAdd(bb, id); // To allow navigation
+                if (ButtonBehavior(bb, id, NULL, NULL))
+                    window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
+                RenderNavHighlight(bb, id);
+                RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
+            }
+
+            // Close button
+            if (p_open != NULL)
+            {
+                const float pad = style.FramePadding.y;
+                const float rad = g.FontSize * 0.5f;
+                if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1))
+                    *p_open = false;
+            }
+
+            window->DC.NavLayerCurrent--;
+            window->DC.NavLayerCurrentMask >>= 1;
+            window->DC.ItemFlags = item_flags_backup;
+
+            // Title text (FIXME: refactor text alignment facilities along with RenderText helpers)
+            ImVec2 text_size = CalcTextSize(name, NULL, true);
+            ImRect text_r = title_bar_rect;
+            float pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0 ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x;
+            float pad_right = (p_open != NULL) ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x;
+            if (style.WindowTitleAlign.x > 0.0f) pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
+            text_r.Min.x += pad_left;
+            text_r.Max.x -= pad_right;
+            ImRect clip_rect = text_r;
+            clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
+            RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
+        }
+
+        // Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
+        window->WindowRectClipped = window->Rect();
+        window->WindowRectClipped.ClipWith(window->ClipRect);
+
+        // Pressing CTRL+C while holding on a window copy its content to the clipboard
+        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
+        // Maybe we can support CTRL+C on every element?
+        /*
+        if (g.ActiveId == move_id)
+            if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
+                ImGui::LogToClipboard();
+        */
+
+        // Inner rectangle
+        // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
+        // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
+        window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
+        window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
+        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize;
+        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize;
+        //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);
+
+        // Inner clipping rectangle
+        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
+        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
+        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y);
+        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
+        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y);
+
+        // After Begin() we fill the last item / hovered data using the title bar data. Make that a standard behavior (to allow usage of context menus on title bar only, etc.).
+        window->DC.LastItemId = window->MoveId;
+        window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
+        window->DC.LastItemRect = title_bar_rect;
+    }
+
+    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
+
+    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
+    if (first_begin_of_the_frame)
+        window->WriteAccessed = false;
+
+    window->BeginCount++;
+    g.NextWindowData.SizeConstraintCond = 0;
+
+    // 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 because they have no title bar).
+    if (flags & ImGuiWindowFlags_ChildWindow)
+    {
+        IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+        window->Collapsed = parent_window && parent_window->Collapsed;
+
+        if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+            window->Collapsed |= (window->WindowRectClipped.Min.x >= window->WindowRectClipped.Max.x || window->WindowRectClipped.Min.y >= window->WindowRectClipped.Max.y);
+
+        // We also hide the window from rendering because we've already added its border to the command list.
+        // (we could perform the check earlier in the function but it is simpler at this point)
+        if (window->Collapsed)
+            window->Active = false;
+    }
+    if (style.Alpha <= 0.0f)
+        window->Active = false;
+
+    // Return false if we don't intend to display anything to allow user to perform an early out optimization
+    window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0;
+    return !window->SkipItems;
+}
+
+// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags)
+{
+    // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file.
+    if (size_first_use.x != 0.0f || size_first_use.y != 0.0f)
+        ImGui::SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver);
+
+    // Old API feature: override the window background alpha with a parameter.
+    if (bg_alpha_override >= 0.0f)
+        ImGui::SetNextWindowBgAlpha(bg_alpha_override);
+
+    return ImGui::Begin(name, p_open, flags);
+}
+#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+void ImGui::End()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (window->DC.ColumnsSet != NULL)
+        EndColumns();
+    PopClipRect();   // Inner window clip rectangle
+
+    // Stop logging
+    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
+        LogFinish();
+
+    // Pop from window stack
+    g.CurrentWindowStack.pop_back();
+    if (window->Flags & ImGuiWindowFlags_Popup)
+        g.CurrentPopupStack.pop_back();
+    CheckStacksSize(window, false);
+    SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
+}
+
+// Vertical scrollbar
+// The entire piece of code below is rather confusing because:
+// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
+// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
+// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
+void ImGui::Scrollbar(ImGuiLayoutType direction)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
+
+    // Render background
+    bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
+    float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
+    const ImRect window_rect = window->Rect();
+    const float border_size = window->WindowBorderSize;
+    ImRect bb = horizontal
+        ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
+        : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
+    if (!horizontal)
+        bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
+    if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
+        return;
+
+    int window_rounding_corners;
+    if (horizontal)
+        window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
+    else
+        window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
+    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
+    bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
+
+    // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
+    float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
+    float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
+    float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
+    float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
+
+    // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
+    // But we maintain a minimum size in pixel to allow for the user to still aim inside.
+    IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
+    const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);
+    const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
+    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
+
+    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
+    bool held = false;
+    bool hovered = false;
+    const bool previously_held = (g.ActiveId == id);
+    ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
+
+    float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
+    float scroll_ratio = ImSaturate(scroll_v / scroll_max);
+    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
+    if (held && grab_h_norm < 1.0f)
+    {
+        float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
+        float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
+        float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
+
+        // Click position in scrollbar normalized space (0.0f->1.0f)
+        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
+        SetHoveredID(id);
+
+        bool seek_absolute = false;
+        if (!previously_held)
+        {
+            // On initial click calculate the distance between mouse and the center of the grab
+            if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
+            {
+                *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
+            }
+            else
+            {
+                seek_absolute = true;
+                *click_delta_to_grab_center_v = 0.0f;
+            }
+        }
+
+        // Apply scroll
+        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
+        const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
+        scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
+        if (horizontal)
+            window->Scroll.x = scroll_v;
+        else
+            window->Scroll.y = scroll_v;
+
+        // Update values for rendering
+        scroll_ratio = ImSaturate(scroll_v / scroll_max);
+        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
+
+        // Update distance to grab now that we have seeked and saturated
+        if (seek_absolute)
+            *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
+    }
+
+    // Render
+    const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
+    ImRect grab_rect;
+    if (horizontal)
+        grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
+    else
+        grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y));
+    window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
+}
+
+void ImGui::BringWindowToFront(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* current_front_window = g.Windows.back();
+    if (current_front_window == window || current_front_window->RootWindow == window)
+        return;
+    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
+        if (g.Windows[i] == window)
+        {
+            g.Windows.erase(g.Windows.Data + i);
+            g.Windows.push_back(window);
+            break;
+        }
+}
+
+void ImGui::BringWindowToBack(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.Windows[0] == window)
+        return;
+    for (int i = 0; i < g.Windows.Size; i++)
+        if (g.Windows[i] == window)
+        {
+            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
+            g.Windows[0] = window;
+            break;
+        }
+}
+
+// Moving window to front of display and set focus (which happens to be back of our sorted list)
+void ImGui::FocusWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+
+    if (g.NavWindow != window)
+    {
+        g.NavWindow = window;
+        if (window && g.NavDisableMouseHover)
+            g.NavMousePosDirty = true;
+        g.NavInitRequest = false;
+        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+        g.NavIdIsAlive = false;
+        g.NavLayer = 0;
+        //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
+    }
+
+    // Passing NULL allow to disable keyboard focus
+    if (!window)
+        return;
+
+    // Move the root window to the top of the pile
+    if (window->RootWindow)
+        window = window->RootWindow;
+
+    // Steal focus on active widgets
+    if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
+        if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
+            ClearActiveID();
+
+    // Bring to front
+    if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
+        BringWindowToFront(window);
+}
+
+void ImGui::FocusFrontMostActiveWindow(ImGuiWindow* ignore_window)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = g.Windows.Size - 1; i >= 0; i--)
+        if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
+        {
+            ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]); 
+            FocusWindow(focus_window);
+            return;
+        }
+}
+
+void ImGui::PushItemWidth(float item_width)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
+}
+
+void ImGui::PushMultiItemsWidths(int components, float w_full)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    const ImGuiStyle& style = GImGui->Style;
+    if (w_full <= 0.0f)
+        w_full = CalcItemWidth();
+    const float w_item_one  = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+    const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
+    window->DC.ItemWidthStack.push_back(w_item_last);
+    for (int i = 0; i < components-1; i++)
+        window->DC.ItemWidthStack.push_back(w_item_one);
+    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+}
+
+void ImGui::PopItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemWidthStack.pop_back();
+    window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
+}
+
+float ImGui::CalcItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    float w = window->DC.ItemWidth;
+    if (w < 0.0f)
+    {
+        // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
+        float width_to_right_edge = GetContentRegionAvail().x;
+        w = ImMax(1.0f, width_to_right_edge + w);
+    }
+    w = (float)(int)w;
+    return w;
+}
+
+static ImFont* GetDefaultFont()
+{
+    ImGuiContext& g = *GImGui;
+    return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0];
+}
+
+void ImGui::SetCurrentFont(ImFont* font)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+    IM_ASSERT(font->Scale > 0.0f);
+    g.Font = font;
+    g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
+    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
+
+    ImFontAtlas* atlas = g.Font->ContainerAtlas;
+    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
+    g.DrawListSharedData.Font = g.Font;
+    g.DrawListSharedData.FontSize = g.FontSize;
+}
+
+void ImGui::PushFont(ImFont* font)
+{
+    ImGuiContext& g = *GImGui;
+    if (!font)
+        font = GetDefaultFont();
+    SetCurrentFont(font);
+    g.FontStack.push_back(font);
+    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
+}
+
+void  ImGui::PopFont()
+{
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow->DrawList->PopTextureID();
+    g.FontStack.pop_back();
+    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
+}
+
+void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (enabled)
+        window->DC.ItemFlags |= option;
+    else
+        window->DC.ItemFlags &= ~option;
+    window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
+}
+
+void ImGui::PopItemFlag()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemFlagsStack.pop_back();
+    window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
+}
+
+void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
+{
+    PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus);
+}
+
+void ImGui::PopAllowKeyboardFocus()
+{
+    PopItemFlag();
+}
+
+void ImGui::PushButtonRepeat(bool repeat)
+{
+    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
+}
+
+void ImGui::PopButtonRepeat()
+{
+    PopItemFlag();
+}
+
+void ImGui::PushTextWrapPos(float wrap_pos_x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPos = wrap_pos_x;
+    window->DC.TextWrapPosStack.push_back(wrap_pos_x);
+}
+
+void ImGui::PopTextWrapPos()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPosStack.pop_back();
+    window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
+}
+
+// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
+void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiColMod backup;
+    backup.Col = idx;
+    backup.BackupValue = g.Style.Colors[idx];
+    g.ColorModifiers.push_back(backup);
+    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiColMod backup;
+    backup.Col = idx;
+    backup.BackupValue = g.Style.Colors[idx];
+    g.ColorModifiers.push_back(backup);
+    g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+    ImGuiContext& g = *GImGui;
+    while (count > 0)
+    {
+        ImGuiColMod& backup = g.ColorModifiers.back();
+        g.Style.Colors[backup.Col] = backup.BackupValue;
+        g.ColorModifiers.pop_back();
+        count--;
+    }
+}
+
+struct ImGuiStyleVarInfo
+{
+    ImGuiDataType   Type;
+    ImU32           Count;
+    ImU32           Offset;
+    void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
+};
+
+static const ImGuiStyleVarInfo GStyleVarInfo[] =
+{
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },              // ImGuiStyleVar_Alpha
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },      // ImGuiStyleVar_WindowPadding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },     // ImGuiStyleVar_WindowRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },   // ImGuiStyleVar_WindowBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },      // ImGuiStyleVar_WindowMinSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },   // ImGuiStyleVar_WindowTitleAlign
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },      // ImGuiStyleVar_ChildRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },    // ImGuiStyleVar_ChildBorderSize
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },      // ImGuiStyleVar_PopupRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },    // ImGuiStyleVar_PopupBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },       // ImGuiStyleVar_FramePadding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },      // ImGuiStyleVar_FrameRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },    // ImGuiStyleVar_FrameBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },        // ImGuiStyleVar_ItemSpacing
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },   // ImGuiStyleVar_ItemInnerSpacing
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },      // ImGuiStyleVar_IndentSpacing
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },      // ImGuiStyleVar_ScrollbarSize
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },  // ImGuiStyleVar_ScrollbarRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },        // ImGuiStyleVar_GrabMinSize
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },       // ImGuiStyleVar_GrabRounding
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },    // ImGuiStyleVar_ButtonTextAlign
+};
+
+static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
+{
+    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
+    IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
+    return &GStyleVarInfo[idx];
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
+    {
+        ImGuiContext& g = *GImGui;
+        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
+        g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
+        *pvar = val;
+        return;
+    }
+    IM_ASSERT(0); // Called function with wrong-type? Variable is not a float.
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
+    {
+        ImGuiContext& g = *GImGui;
+        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+        g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
+        *pvar = val;
+        return;
+    }
+    IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2.
+}
+
+void ImGui::PopStyleVar(int count)
+{
+    ImGuiContext& g = *GImGui;
+    while (count > 0)
+    {
+        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
+        ImGuiStyleMod& backup = g.StyleModifiers.back();
+        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
+        void* data = info->GetVarPtr(&g.Style);
+        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
+        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
+        g.StyleModifiers.pop_back();
+        count--;
+    }
+}
+
+const char* ImGui::GetStyleColorName(ImGuiCol idx)
+{
+    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
+    switch (idx)
+    {
+    case ImGuiCol_Text: return "Text";
+    case ImGuiCol_TextDisabled: return "TextDisabled";
+    case ImGuiCol_WindowBg: return "WindowBg";
+    case ImGuiCol_ChildBg: return "ChildBg";
+    case ImGuiCol_PopupBg: return "PopupBg";
+    case ImGuiCol_Border: return "Border";
+    case ImGuiCol_BorderShadow: return "BorderShadow";
+    case ImGuiCol_FrameBg: return "FrameBg";
+    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
+    case ImGuiCol_FrameBgActive: return "FrameBgActive";
+    case ImGuiCol_TitleBg: return "TitleBg";
+    case ImGuiCol_TitleBgActive: return "TitleBgActive";
+    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+    case ImGuiCol_MenuBarBg: return "MenuBarBg";
+    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
+    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
+    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
+    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
+    case ImGuiCol_CheckMark: return "CheckMark";
+    case ImGuiCol_SliderGrab: return "SliderGrab";
+    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
+    case ImGuiCol_Button: return "Button";
+    case ImGuiCol_ButtonHovered: return "ButtonHovered";
+    case ImGuiCol_ButtonActive: return "ButtonActive";
+    case ImGuiCol_Header: return "Header";
+    case ImGuiCol_HeaderHovered: return "HeaderHovered";
+    case ImGuiCol_HeaderActive: return "HeaderActive";
+    case ImGuiCol_Separator: return "Separator";
+    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
+    case ImGuiCol_SeparatorActive: return "SeparatorActive";
+    case ImGuiCol_ResizeGrip: return "ResizeGrip";
+    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
+    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+    case ImGuiCol_PlotLines: return "PlotLines";
+    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
+    case ImGuiCol_PlotHistogram: return "PlotHistogram";
+    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
+    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+    case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
+    case ImGuiCol_DragDropTarget: return "DragDropTarget";
+    case ImGuiCol_NavHighlight: return "NavHighlight";
+    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; 
+    }
+    IM_ASSERT(0);
+    return "Unknown";
+}
+
+bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
+{
+    if (window->RootWindow == potential_parent)
+        return true;
+    while (window != NULL)
+    {
+        if (window == potential_parent)
+            return true;
+        window = window->ParentWindow;
+    }
+    return false;
+}
+
+bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
+{
+    IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0);   // Flags not supported by this function
+    ImGuiContext& g = *GImGui;
+
+    if (flags & ImGuiHoveredFlags_AnyWindow)
+    {
+        if (g.HoveredWindow == NULL)
+            return false;
+    }
+    else
+    {
+        switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
+        {
+        case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
+            if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
+                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 ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.CurrentWindow);     // Not inside a Begin()/End()
+
+    if (flags & ImGuiFocusedFlags_AnyWindow)
+        return g.NavWindow != NULL;
+
+    switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
+    {
+    case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
+        return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
+    case ImGuiFocusedFlags_RootWindow:
+        return g.NavWindow == g.CurrentWindow->RootWindow;
+    case ImGuiFocusedFlags_ChildWindows:
+        return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
+    default:
+        return g.NavWindow == g.CurrentWindow;
+    }
+}
+
+// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    return window->Active && window == window->RootWindowForTabbing && (!(window->Flags & ImGuiWindowFlags_NoNavFocus) || window == g.NavWindow);
+}
+
+float ImGui::GetWindowWidth()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.x;
+}
+
+float ImGui::GetWindowHeight()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.y;
+}
+
+ImVec2 ImGui::GetWindowPos()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    return window->Pos;
+}
+
+static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
+{
+    window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
+    window->Scroll.x = new_scroll_x;
+    window->DC.CursorMaxPos.x -= window->Scroll.x;
+}
+
+static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
+{
+    window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
+    window->Scroll.y = new_scroll_y;
+    window->DC.CursorMaxPos.y -= window->Scroll.y;
+}
+
+static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
+        return;
+
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
+
+    // Set
+    const ImVec2 old_pos = window->Pos;
+    window->PosFloat = 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 ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    SetWindowPos(window, pos, cond);
+}
+
+void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
+{
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowPos(window, pos, cond);
+}
+
+ImVec2 ImGui::GetWindowSize()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Size;
+}
+
+static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
+        return;
+
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+    // Set
+    if (size.x > 0.0f)
+    {
+        window->AutoFitFramesX = 0;
+        window->SizeFull.x = size.x;
+    }
+    else
+    {
+        window->AutoFitFramesX = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+    if (size.y > 0.0f)
+    {
+        window->AutoFitFramesY = 0;
+        window->SizeFull.y = size.y;
+    }
+    else
+    {
+        window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+}
+
+void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
+{
+    SetWindowSize(GImGui->CurrentWindow, size, cond);
+}
+
+void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
+{
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowSize(window, size, cond);
+}
+
+static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
+        return;
+    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+    // Set
+    window->Collapsed = collapsed;
+}
+
+void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
+{
+    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
+}
+
+bool ImGui::IsWindowCollapsed()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Collapsed;
+}
+
+bool ImGui::IsWindowAppearing()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Appearing;
+}
+
+void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
+{
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowCollapsed(window, collapsed, cond);
+}
+
+void ImGui::SetWindowFocus()
+{
+    FocusWindow(GImGui->CurrentWindow);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+    if (name)
+    {
+        if (ImGuiWindow* window = FindWindowByName(name))
+            FocusWindow(window);
+    }
+    else
+    {
+        FocusWindow(NULL);
+    }
+}
+
+void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.PosVal = pos;
+    g.NextWindowData.PosPivotVal = pivot;
+    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
+}
+
+void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.SizeVal = size;
+    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
+}
+
+void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.SizeConstraintCond = ImGuiCond_Always;
+    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
+    g.NextWindowData.SizeCallback = custom_callback;
+    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
+}
+
+void ImGui::SetNextWindowContentSize(const ImVec2& size)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.ContentSizeVal = size;  // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value.
+    g.NextWindowData.ContentSizeCond = ImGuiCond_Always;
+}
+
+void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.CollapsedVal = collapsed;
+    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
+}
+
+void ImGui::SetNextWindowFocus()
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.FocusCond = ImGuiCond_Always;   // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
+}
+
+void ImGui::SetNextWindowBgAlpha(float alpha)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.BgAlphaVal = alpha;
+    g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
+}
+
+// In window space (not screen space!)
+ImVec2 ImGui::GetContentRegionMax()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImVec2 mx = window->ContentsRegionRect.Max;
+    if (window->DC.ColumnsSet)
+        mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x;
+    return mx;
+}
+
+ImVec2 ImGui::GetContentRegionAvail()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);
+}
+
+float ImGui::GetContentRegionAvailWidth()
+{
+    return GetContentRegionAvail().x;
+}
+
+// In window space (not screen space!)
+ImVec2 ImGui::GetWindowContentRegionMin()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ContentsRegionRect.Min;
+}
+
+ImVec2 ImGui::GetWindowContentRegionMax()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ContentsRegionRect.Max;
+}
+
+float ImGui::GetWindowContentRegionWidth()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ContentsRegionRect.Max.x - window->ContentsRegionRect.Min.x;
+}
+
+float ImGui::GetTextLineHeight()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize;
+}
+
+float ImGui::GetTextLineHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.ItemSpacing.y;
+}
+
+float ImGui::GetFrameHeight()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.FramePadding.y * 2.0f;
+}
+
+float ImGui::GetFrameHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+}
+
+ImDrawList* ImGui::GetWindowDrawList()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DrawList;
+}
+
+ImFont* ImGui::GetFont()
+{
+    return GImGui->Font;
+}
+
+float ImGui::GetFontSize()
+{
+    return GImGui->FontSize;
+}
+
+ImVec2 ImGui::GetFontTexUvWhitePixel()
+{
+    return GImGui->DrawListSharedData.TexUvWhitePixel;
+}
+
+void ImGui::SetWindowFontScale(float scale)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FontWindowScale = scale;
+    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+}
+
+// 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 ImGui::GetCursorPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos - window->Pos + window->Scroll;
+}
+
+float ImGui::GetCursorPosX()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
+}
+
+float ImGui::GetCursorPosY()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
+}
+
+void ImGui::SetCursorPos(const ImVec2& local_pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+}
+
+void ImGui::SetCursorPosX(float x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
+}
+
+void ImGui::SetCursorPosY(float y)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+}
+
+ImVec2 ImGui::GetCursorStartPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorStartPos - window->Pos;
+}
+
+ImVec2 ImGui::GetCursorScreenPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos;
+}
+
+void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = screen_pos;
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+}
+
+float ImGui::GetScrollX()
+{
+    return GImGui->CurrentWindow->Scroll.x;
+}
+
+float ImGui::GetScrollY()
+{
+    return GImGui->CurrentWindow->Scroll.y;
+}
+
+float ImGui::GetScrollMaxX()
+{
+    return GetScrollMaxX(GImGui->CurrentWindow);
+}
+
+float ImGui::GetScrollMaxY()
+{
+    return GetScrollMaxY(GImGui->CurrentWindow);
+}
+
+void ImGui::SetScrollX(float scroll_x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->ScrollTarget.x = scroll_x;
+    window->ScrollTargetCenterRatio.x = 0.0f;
+}
+
+void ImGui::SetScrollY(float scroll_y)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY
+    window->ScrollTargetCenterRatio.y = 0.0f;
+}
+
+void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
+{
+    // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
+    ImGuiWindow* window = GetCurrentWindow();
+    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
+    window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
+    window->ScrollTargetCenterRatio.y = center_y_ratio;
+
+    // Minor hack to to make scrolling to top/bottom of window take account of WindowPadding, it looks more right to the user this way
+    if (center_y_ratio <= 0.0f && window->ScrollTarget.y <= window->WindowPadding.y)
+        window->ScrollTarget.y = 0.0f;
+    else if (center_y_ratio >= 1.0f && window->ScrollTarget.y >= window->SizeContents.y - window->WindowPadding.y + GImGui->Style.ItemSpacing.y)
+        window->ScrollTarget.y = window->SizeContents.y;
+}
+
+// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
+void ImGui::SetScrollHere(float center_y_ratio)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
+    target_y += (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
+    SetScrollFromPosY(target_y, center_y_ratio);
+}
+
+void ImGui::ActivateItem(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavNextActivateId = id;
+}
+
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
+    window->FocusIdxTabRequestNext = INT_MAX;
+}
+
+void ImGui::SetItemDefaultFocus()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!window->Appearing)
+        return;
+    if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
+    {
+        g.NavInitRequest = false;
+        g.NavInitResultId = g.NavWindow->DC.LastItemId;
+        g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
+        NavUpdateAnyRequestFlag();
+        if (!IsItemVisible())
+            SetScrollHere();
+    }
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.StateStorage = tree ? tree : &window->StateStorage;
+}
+
+ImGuiStorage* ImGui::GetStateStorage()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.StateStorage;
+}
+
+void ImGui::TextV(const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    TextUnformatted(g.TempBuffer, text_end);
+}
+
+void ImGui::Text(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
+{
+    PushStyleColor(ImGuiCol_Text, col);
+    TextV(fmt, args);
+    PopStyleColor();
+}
+
+void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextColoredV(col, fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextDisabledV(const char* fmt, va_list args)
+{
+    PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
+    TextV(fmt, args);
+    PopStyleColor();
+}
+
+void ImGui::TextDisabled(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextDisabledV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextWrappedV(const char* fmt, va_list args)
+{
+    bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f);    // Keep existing wrap position is one ia already set
+    if (need_wrap) PushTextWrapPos(0.0f);
+    TextV(fmt, args);
+    if (need_wrap) PopTextWrapPos();
+}
+
+void ImGui::TextWrapped(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextWrappedV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextUnformatted(const char* text, const char* text_end)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(text != NULL);
+    const char* text_begin = text;
+    if (text_end == NULL)
+        text_end = text + strlen(text); // FIXME-OPT
+
+    const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
+    const float wrap_pos_x = window->DC.TextWrapPos;
+    const bool wrap_enabled = wrap_pos_x >= 0.0f;
+    if (text_end - text > 2000 && !wrap_enabled)
+    {
+        // Long text!
+        // Perform manual coarse clipping to optimize for long multi-line text
+        // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
+        // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
+        const char* line = text;
+        const float line_height = GetTextLineHeight();
+        const ImRect clip_rect = window->ClipRect;
+        ImVec2 text_size(0,0);
+
+        if (text_pos.y <= clip_rect.Max.y)
+        {
+            ImVec2 pos = text_pos;
+
+            // Lines to skip (can't skip when logging text)
+            if (!g.LogEnabled)
+            {
+                int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
+                if (lines_skippable > 0)
+                {
+                    int lines_skipped = 0;
+                    while (line < text_end && lines_skipped < lines_skippable)
+                    {
+                        const char* line_end = strchr(line, '\n');
+                        if (!line_end)
+                            line_end = text_end;
+                        line = line_end + 1;
+                        lines_skipped++;
+                    }
+                    pos.y += lines_skipped * line_height;
+                }
+            }
+
+            // Lines to render
+            if (line < text_end)
+            {
+                ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
+                while (line < text_end)
+                {
+                    const char* line_end = strchr(line, '\n');
+                    if (IsClippedEx(line_rect, 0, false))
+                        break;
+
+                    const ImVec2 line_size = CalcTextSize(line, line_end, false);
+                    text_size.x = ImMax(text_size.x, line_size.x);
+                    RenderText(pos, line, line_end, false);
+                    if (!line_end)
+                        line_end = text_end;
+                    line = line_end + 1;
+                    line_rect.Min.y += line_height;
+                    line_rect.Max.y += line_height;
+                    pos.y += line_height;
+                }
+
+                // Count remaining lines
+                int lines_skipped = 0;
+                while (line < text_end)
+                {
+                    const char* line_end = strchr(line, '\n');
+                    if (!line_end)
+                        line_end = text_end;
+                    line = line_end + 1;
+                    lines_skipped++;
+                }
+                pos.y += lines_skipped * line_height;
+            }
+
+            text_size.y += (pos - text_pos).y;
+        }
+
+        ImRect bb(text_pos, text_pos + text_size);
+        ItemSize(bb);
+        ItemAdd(bb, 0);
+    }
+    else
+    {
+        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
+        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
+
+        // Account of baseline offset
+        ImRect bb(text_pos, text_pos + text_size);
+        ItemSize(text_size);
+        if (!ItemAdd(bb, 0))
+            return;
+
+        // Render (we don't hide text after ## in this end-user function)
+        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
+    }
+}
+
+void ImGui::AlignTextToFramePadding()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    window->DC.CurrentLineHeight = ImMax(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y * 2);
+    window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
+}
+
+// Add a label+text combo aligned to other label+value widgets
+void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
+    const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, 0))
+        return;
+
+    // Render
+    const char* value_text_begin = &g.TempBuffer[0];
+    const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
+}
+
+void ImGui::LabelText(const char* label, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    LabelTextV(label, fmt, args);
+    va_end(args);
+}
+
+bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    if (flags & ImGuiButtonFlags_Disabled)
+    {
+        if (out_hovered) *out_hovered = false;
+        if (out_held) *out_held = false;
+        if (g.ActiveId == id) ClearActiveID();
+        return false;
+    }
+
+    // Default behavior requires click+release on same spot
+    if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
+        flags |= ImGuiButtonFlags_PressedOnClickRelease;
+
+    ImGuiWindow* backup_hovered_window = g.HoveredWindow;
+    if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
+        g.HoveredWindow = window;
+
+    bool pressed = false;
+    bool hovered = ItemHoverable(bb, id);
+
+    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
+    if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && g.DragDropActive && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
+        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+        {
+            hovered = true;
+            SetHoveredID(id);
+            if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
+            {
+                pressed = true;
+                FocusWindow(window);
+            }
+        }
+
+    if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
+        g.HoveredWindow = backup_hovered_window;
+
+    // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
+    if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
+        hovered = false;
+
+    // Mouse
+    if (hovered)
+    {
+        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
+        {
+            //                        | CLICKING        | HOLDING with ImGuiButtonFlags_Repeat
+            // PressedOnClickRelease  |  <on release>*  |  <on repeat> <on repeat> .. (NOT on release)  <-- MOST COMMON! (*) only if both click/release were over bounds
+            // PressedOnClick         |  <on click>     |  <on click> <on repeat> <on repeat> ..
+            // PressedOnRelease       |  <on release>   |  <on repeat> <on repeat> .. (NOT on release)
+            // PressedOnDoubleClick   |  <on dclick>    |  <on dclick> <on repeat> <on repeat> ..
+            // FIXME-NAV: We don't honor those different behaviors.
+            if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
+            {
+                SetActiveID(id, window);
+                if (!(flags & ImGuiButtonFlags_NoNavFocus))
+                    SetFocusID(id, window);
+                FocusWindow(window);
+            }
+            if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
+            {
+                pressed = true;
+                if (flags & ImGuiButtonFlags_NoHoldingActiveID)
+                    ClearActiveID();
+                else
+                    SetActiveID(id, window); // Hold on ID
+                FocusWindow(window);
+            }
+            if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
+            {
+                if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
+                    pressed = true;
+                ClearActiveID();
+            }
+
+            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). 
+            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
+            if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
+                pressed = true;
+        }
+
+        if (pressed)
+            g.NavDisableHighlight = true;
+    }
+
+    // Gamepad/Keyboard navigation
+    // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
+    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
+        hovered = true;
+
+    if (g.NavActivateDownId == id)
+    {
+        bool nav_activated_by_code = (g.NavActivateId == id);
+        bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
+        if (nav_activated_by_code || nav_activated_by_inputs)
+            pressed = true;
+        if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
+        {
+            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
+            g.NavActivateId = id; // This is so SetActiveId assign a Nav source
+            SetActiveID(id, window);
+            if (!(flags & ImGuiButtonFlags_NoNavFocus))
+                SetFocusID(id, window);
+            g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+        }
+    }
+
+    bool held = false;
+    if (g.ActiveId == id)
+    {
+        if (g.ActiveIdSource == ImGuiInputSource_Mouse)
+        {
+            if (g.ActiveIdIsJustActivated)
+                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
+            if (g.IO.MouseDown[0])
+            {
+                held = true;
+            }
+            else
+            {
+                if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
+                    if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
+                        if (!g.DragDropActive)
+                            pressed = true;
+                ClearActiveID();
+            }
+            if (!(flags & ImGuiButtonFlags_NoNavFocus))
+                g.NavDisableHighlight = true;
+        }
+        else if (g.ActiveIdSource == ImGuiInputSource_Nav)
+        {
+            if (g.NavActivateDownId != id)
+                ClearActiveID();
+        }
+    }
+
+    if (out_hovered) *out_hovered = hovered;
+    if (out_held) *out_held = held;
+
+    return pressed;
+}
+
+bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    ImVec2 pos = window->DC.CursorPos;
+    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
+        pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
+    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
+
+    const ImRect bb(pos, pos + size);
+    ItemSize(bb, style.FramePadding.y);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
+        flags |= ImGuiButtonFlags_Repeat;
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+    // Render
+    const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
+
+    // Automatically close popups
+    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
+    //    CloseCurrentPopup();
+
+    return pressed;
+}
+
+bool ImGui::Button(const char* label, const ImVec2& size_arg)
+{
+    return ButtonEx(label, size_arg, 0);
+}
+
+// Small buttons fits within text without additional vertical spacing.
+bool ImGui::SmallButton(const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    float backup_padding_y = g.Style.FramePadding.y;
+    g.Style.FramePadding.y = 0.0f;
+    bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine);
+    g.Style.FramePadding.y = backup_padding_y;
+    return pressed;
+}
+
+bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiID id = window->GetID(str_id);
+    float sz = ImGui::GetFrameHeight();
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
+    ItemSize(bb);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    // Render
+    const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
+    RenderArrow(bb.Min + g.Style.FramePadding, dir);
+
+    return pressed;
+}
+
+// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
+// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
+bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiID id = window->GetID(str_id);
+    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(bb);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    return pressed;
+}
+
+// Button to close a window
+bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
+    // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
+    const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
+    bool is_clipped = !ItemAdd(bb, id);
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+    if (is_clipped)
+        return pressed;
+
+    // Render
+    ImVec2 center = bb.GetCenter();
+    if (hovered)
+        window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
+
+    float cross_extent = (radius * 0.7071f) - 1.0f;
+    ImU32 cross_col = GetColorU32(ImGuiCol_Text);
+    center -= ImVec2(0.5f, 0.5f);
+    window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
+    window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f);
+
+    return pressed;
+}
+
+void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    if (border_col.w > 0.0f)
+        bb.Max += ImVec2(2,2);
+    ItemSize(bb);
+    if (!ItemAdd(bb, 0))
+        return;
+
+    if (border_col.w > 0.0f)
+    {
+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
+        window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, GetColorU32(tint_col));
+    }
+    else
+    {
+        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
+    }
+}
+
+// frame_padding < 0: uses FramePadding from style (default)
+// frame_padding = 0: no framing
+// frame_padding > 0: set framing size
+// The color used are the button colors.
+bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    // Default to using texture ID as ID. User can still push string/integer prefixes.
+    // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
+    PushID((void *)user_texture_id);
+    const ImGuiID id = window->GetID("#image");
+    PopID();
+
+    const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
+    const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
+    ItemSize(bb);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    // Render
+    const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
+    if (bg_col.w > 0.0f)
+        window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
+    window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
+
+    return pressed;
+}
+
+// Start logging ImGui output to TTY
+void ImGui::LogToTTY(int max_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    IM_ASSERT(g.LogFile == NULL);
+    g.LogFile = stdout;
+    g.LogEnabled = true;
+    g.LogStartDepth = window->DC.TreeDepth;
+    if (max_depth >= 0)
+        g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to given file
+void ImGui::LogToFile(int max_depth, const char* filename)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (!filename)
+    {
+        filename = g.IO.LogFilename;
+        if (!filename)
+            return;
+    }
+
+    IM_ASSERT(g.LogFile == NULL);
+    g.LogFile = ImFileOpen(filename, "ab");
+    if (!g.LogFile)
+    {
+        IM_ASSERT(g.LogFile != NULL); // Consider this an error
+        return;
+    }
+    g.LogEnabled = true;
+    g.LogStartDepth = window->DC.TreeDepth;
+    if (max_depth >= 0)
+        g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to clipboard
+void ImGui::LogToClipboard(int max_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    IM_ASSERT(g.LogFile == NULL);
+    g.LogFile = NULL;
+    g.LogEnabled = true;
+    g.LogStartDepth = window->DC.TreeDepth;
+    if (max_depth >= 0)
+        g.LogAutoExpandMaxDepth = max_depth;
+}
+
+void ImGui::LogFinish()
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    LogText(IM_NEWLINE);
+    if (g.LogFile != NULL)
+    {
+        if (g.LogFile == stdout)
+            fflush(g.LogFile);
+        else
+            fclose(g.LogFile);
+        g.LogFile = NULL;
+    }
+    if (g.LogClipboard->size() > 1)
+    {
+        SetClipboardText(g.LogClipboard->begin());
+        g.LogClipboard->clear();
+    }
+    g.LogEnabled = false;
+}
+
+// Helper to display logging buttons
+void ImGui::LogButtons()
+{
+    ImGuiContext& g = *GImGui;
+
+    PushID("LogButtons");
+    const bool log_to_tty = Button("Log To TTY"); SameLine();
+    const bool log_to_file = Button("Log To File"); SameLine();
+    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
+    PushItemWidth(80.0f);
+    PushAllowKeyboardFocus(false);
+    SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
+    PopAllowKeyboardFocus();
+    PopItemWidth();
+    PopID();
+
+    // Start logging at the end of the function so that the buttons don't appear in the log
+    if (log_to_tty)
+        LogToTTY(g.LogAutoExpandMaxDepth);
+    if (log_to_file)
+        LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
+    if (log_to_clipboard)
+        LogToClipboard(g.LogAutoExpandMaxDepth);
+}
+
+bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
+{
+    if (flags & ImGuiTreeNodeFlags_Leaf)
+        return true;
+
+    // We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiStorage* storage = window->DC.StateStorage;
+
+    bool is_open;
+    if (g.NextTreeNodeOpenCond != 0)
+    {
+        if (g.NextTreeNodeOpenCond & ImGuiCond_Always)
+        {
+            is_open = g.NextTreeNodeOpenVal;
+            storage->SetInt(id, is_open);
+        }
+        else
+        {
+            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
+            const int stored_value = storage->GetInt(id, -1);
+            if (stored_value == -1)
+            {
+                is_open = g.NextTreeNodeOpenVal;
+                storage->SetInt(id, is_open);
+            }
+            else
+            {
+                is_open = stored_value != 0;
+            }
+        }
+        g.NextTreeNodeOpenCond = 0;
+    }
+    else
+    {
+        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
+    }
+
+    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
+    // NB- If we are above max depth we still allow manually opened nodes to be logged.
+    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
+        is_open = true;
+
+    return is_open;
+}
+
+bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
+    const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);
+
+    if (!label_end)
+        label_end = FindRenderedTextEnd(label);
+    const ImVec2 label_size = CalcTextSize(label, label_end, false);
+
+    // We vertically grow up to current line height up the typical widget height.
+    const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
+    const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
+    ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
+    if (display_frame)
+    {
+        // Framed header expand a little outside the default padding
+        frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
+        frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
+    }
+
+    const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2));   // Collapser arrow width + Spacing
+    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f);   // Include collapser
+    ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);
+
+    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
+    // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
+    const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
+    bool is_open = TreeNodeBehaviorIsOpen(id, flags);
+
+    // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. 
+    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
+    // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
+    if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+        window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth);
+
+    bool item_add = ItemAdd(interact_bb, id);
+    window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
+    window->DC.LastItemDisplayRect = frame_bb;
+
+    if (!item_add)
+    {
+        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+            TreePushRawID(id);
+        return is_open;
+    }
+
+    // Flags that affects opening behavior:
+    // - 0(default) ..................... single-click anywhere to open
+    // - OpenOnDoubleClick .............. double-click anywhere to open
+    // - OpenOnArrow .................... single-click on arrow to open
+    // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
+    ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
+    if (!(flags & ImGuiTreeNodeFlags_Leaf))
+        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
+    if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
+        button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
+
+    bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
+    if (!(flags & ImGuiTreeNodeFlags_Leaf))
+    {
+        bool toggled = false;
+        if (pressed)
+        {
+            toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
+            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
+                toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover);
+            if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
+                toggled |= g.IO.MouseDoubleClicked[0];
+            if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
+                toggled = false;
+        }
+
+        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
+        {
+            toggled = true;
+            NavMoveRequestCancel();
+        }
+        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
+        {
+            toggled = true;
+            NavMoveRequestCancel();
+        }
+
+        if (toggled)
+        {
+            is_open = !is_open;
+            window->DC.StateStorage->SetInt(id, is_open);
+        }
+    }
+    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
+        SetItemAllowOverlap();
+
+    // Render
+    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+    const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
+    if (display_frame)
+    {
+        // Framed type
+        RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
+        RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
+        RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
+        if (g.LogEnabled)
+        {
+            // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
+            const char log_prefix[] = "\n##";
+            const char log_suffix[] = "##";
+            LogRenderedText(&text_pos, log_prefix, log_prefix+3);
+            RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
+            LogRenderedText(&text_pos, log_suffix+1, log_suffix+3);
+        }
+        else
+        {
+            RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
+        }
+    }
+    else
+    {
+        // Unframed typed for tree nodes
+        if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
+        {
+            RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
+            RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
+        }
+
+        if (flags & ImGuiTreeNodeFlags_Bullet)
+            RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
+        else if (!(flags & ImGuiTreeNodeFlags_Leaf))
+            RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
+        if (g.LogEnabled)
+            LogRenderedText(&text_pos, ">");
+        RenderText(text_pos, label, label_end, false);
+    }
+
+    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+        TreePushRawID(id);
+    return is_open;
+}
+
+// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
+// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
+bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen, label);
+}
+
+bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    if (p_open && !*p_open)
+        return false;
+
+    ImGuiID id = window->GetID(label);
+    bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label);
+    if (p_open)
+    {
+        // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
+        ImGuiContext& g = *GImGui;
+        float button_sz = g.FontSize * 0.5f;
+        ImGuiItemHoveredDataBackup last_item_backup;
+        if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_sz, window->DC.LastItemRect.Min.y + g.Style.FramePadding.y + button_sz), button_sz))
+            *p_open = false;
+        last_item_backup.Restore();
+    }
+
+    return is_open;
+}
+
+bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);
+}
+
+bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);
+}
+
+bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);
+}
+
+bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
+{
+    return TreeNodeExV(str_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
+{
+    return TreeNodeExV(ptr_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(str_id, flags, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(str_id, 0, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const char* label)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);
+}
+
+void ImGui::TreeAdvanceToLabelPos()
+{
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
+}
+
+// Horizontal distance preceding label when using TreeNode() or Bullet()
+float ImGui::GetTreeNodeToLabelSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + (g.Style.FramePadding.x * 2.0f);
+}
+
+void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.CurrentWindow->SkipItems)
+        return;
+    g.NextTreeNodeOpenVal = is_open;
+    g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always;
+}
+
+void ImGui::PushID(const char* str_id)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    window->IDStack.push_back(window->GetID(str_id));
+}
+
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    window->IDStack.push_back(window->GetID(str_id_begin, str_id_end));
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    window->IDStack.push_back(window->GetID(ptr_id));
+}
+
+void ImGui::PushID(int int_id)
+{
+    const void* ptr_id = (void*)(intptr_t)int_id;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    window->IDStack.push_back(window->GetID(ptr_id));
+}
+
+void ImGui::PopID()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    window->IDStack.pop_back();
+}
+
+ImGuiID ImGui::GetID(const char* str_id)
+{
+    return GImGui->CurrentWindow->GetID(str_id);
+}
+
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+{
+    return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+    return GImGui->CurrentWindow->GetID(ptr_id);
+}
+
+void ImGui::Bullet()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
+    ItemSize(bb);
+    if (!ItemAdd(bb, 0))
+    {
+        SameLine(0, style.FramePadding.x*2);
+        return;
+    }
+
+    // Render and stay on same line
+    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
+    SameLine(0, style.FramePadding.x*2);
+}
+
+// Text with a little bullet aligned to the typical tree node.
+void ImGui::BulletTextV(const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    const char* text_begin = g.TempBuffer;
+    const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
+    const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
+    const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y)));  // Empty text doesn't add padding
+    ItemSize(bb);
+    if (!ItemAdd(bb, 0))
+        return;
+
+    // Render
+    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
+    RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
+}
+
+void ImGui::BulletText(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    BulletTextV(fmt, args);
+    va_end(args);
+}
+
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size)
+{
+    if (data_type == ImGuiDataType_Int)
+        ImFormatString(buf, buf_size, display_format, *(int*)data_ptr);
+    else if (data_type == ImGuiDataType_Float)
+        ImFormatString(buf, buf_size, display_format, *(float*)data_ptr);
+    else if (data_type == ImGuiDataType_Double)
+        ImFormatString(buf, buf_size, display_format, *(double*)data_ptr);
+}
+
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size)
+{
+    if (data_type == ImGuiDataType_Int)
+    {
+        if (decimal_precision < 0)
+            ImFormatString(buf, buf_size, "%d", *(int*)data_ptr);
+        else
+            ImFormatString(buf, buf_size, "%.*d", decimal_precision, *(int*)data_ptr);
+    }
+    else if (data_type == ImGuiDataType_Float)
+    {
+        if (decimal_precision < 0)
+            ImFormatString(buf, buf_size, "%f", *(float*)data_ptr);     // Ideally we'd have a minimum decimal precision of 1 to visually denote that it is a float, while hiding non-significant digits?
+        else
+            ImFormatString(buf, buf_size, "%.*f", decimal_precision, *(float*)data_ptr);
+    }
+    else if (data_type == ImGuiDataType_Double)
+    {
+        if (decimal_precision < 0)
+            ImFormatString(buf, buf_size, "%f", *(double*)data_ptr);
+        else
+            ImFormatString(buf, buf_size, "%.*f", decimal_precision, *(double*)data_ptr);
+    }
+}
+
+static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2)
+{
+    IM_ASSERT(op == '+' || op == '-');
+    if (data_type == ImGuiDataType_Int)
+    {
+        if (op == '+')      *(int*)output = *(int*)arg1 + *(const int*)arg2;
+        else if (op == '-') *(int*)output = *(int*)arg1 - *(const int*)arg2;
+    }
+    else if (data_type == ImGuiDataType_Float)
+    {
+        if (op == '+')      *(float*)output = *(float*)arg1 + *(const float*)arg2;
+        else if (op == '-') *(float*)output = *(float*)arg1 - *(const float*)arg2;
+    }
+    else if (data_type == ImGuiDataType_Double)
+    {
+        if (op == '+')      *(double*)output = *(double*)arg1 + *(const double*)arg2;
+        else if (op == '-') *(double*)output = *(double*)arg1 - *(const double*)arg2;
+    }
+}
+
+static size_t GDataTypeSize[ImGuiDataType_COUNT] =
+{
+    sizeof(int),
+    sizeof(float),
+    sizeof(double)
+};
+
+// User can input math operators (e.g. +100) to edit a numerical values.
+// NB: This is _not_ a full expression evaluator. We should probably add one though..
+static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
+{
+    while (ImCharIsSpace((unsigned int)*buf))
+        buf++;
+
+    // We don't support '-' op because it would conflict with inputing negative value.
+    // Instead you can use +-100 to subtract from an existing value
+    char op = buf[0];
+    if (op == '+' || op == '*' || op == '/')
+    {
+        buf++;
+        while (ImCharIsSpace((unsigned int)*buf))
+            buf++;
+    }
+    else
+    {
+        op = 0;
+    }
+    if (!buf[0])
+        return false;
+
+    IM_ASSERT(data_type < ImGuiDataType_COUNT);
+    int data_backup[2];
+    IM_ASSERT(GDataTypeSize[data_type] <= sizeof(data_backup));
+    memcpy(data_backup, data_ptr, GDataTypeSize[data_type]);
+
+    if (data_type == ImGuiDataType_Int)
+    {
+        if (!scalar_format)
+            scalar_format = "%d";
+        int* v = (int*)data_ptr;
+        int arg0i = *v;
+        if (op && sscanf(initial_value_buf, scalar_format, &arg0i) < 1)
+            return false;
+        // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
+        float arg1f = 0.0f;
+        if (op == '+')      { if (sscanf(buf, "%f", &arg1f) == 1) *v = (int)(arg0i + arg1f); }                 // Add (use "+-" to subtract)
+        else if (op == '*') { if (sscanf(buf, "%f", &arg1f) == 1) *v = (int)(arg0i * arg1f); }                 // Multiply
+        else if (op == '/') { if (sscanf(buf, "%f", &arg1f) == 1 && arg1f != 0.0f) *v = (int)(arg0i / arg1f); }// Divide
+        else                { if (sscanf(buf, scalar_format, &arg0i) == 1) *v = arg0i; }                       // Assign integer constant
+    }
+    else if (data_type == ImGuiDataType_Float)
+    {
+        // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
+        scalar_format = "%f";
+        float* v = (float*)data_ptr;
+        float arg0f = *v, arg1f = 0.0f;
+        if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1)
+            return false;
+        if (sscanf(buf, scalar_format, &arg1f) < 1)
+            return false;
+        if (op == '+')      { *v = arg0f + arg1f; }                    // Add (use "+-" to subtract)
+        else if (op == '*') { *v = arg0f * arg1f; }                    // Multiply
+        else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
+        else                { *v = arg1f; }                            // Assign constant
+    }
+    else if (data_type == ImGuiDataType_Double)
+    {
+        scalar_format = "%lf";
+        double* v = (double*)data_ptr;
+        double arg0f = *v, arg1f = 0.0f;
+        if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1)
+            return false;
+        if (sscanf(buf, scalar_format, &arg1f) < 1)
+            return false;
+        if (op == '+')      { *v = arg0f + arg1f; }                    // Add (use "+-" to subtract)
+        else if (op == '*') { *v = arg0f * arg1f; }                    // Multiply
+        else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
+        else                { *v = arg1f; }                            // Assign constant
+    }
+    return memcmp(data_backup, data_ptr, GDataTypeSize[data_type]) != 0;
+}
+
+// Create text input in place of a slider (when CTRL+Clicking on slider)
+// FIXME: Logic is messy and confusing.
+bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
+    // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
+    SetActiveID(g.ScalarAsInputTextId, window);
+    g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+    SetHoveredID(0);
+    FocusableItemUnregister(window);
+
+    char buf[32];
+    DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
+    bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
+    if (g.ScalarAsInputTextId == 0)     // First frame we started displaying the InputText widget
+    {
+        IM_ASSERT(g.ActiveId == id);    // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)
+        g.ScalarAsInputTextId = g.ActiveId;
+        SetHoveredID(id);
+    }
+    if (text_value_changed)
+        return DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
+    return false;
+}
+
+// Parse display precision back from the display format string
+int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
+{
+    int precision = default_precision;
+    while ((fmt = strchr(fmt, '%')) != NULL)
+    {
+        fmt++;
+        if (fmt[0] == '%') { fmt++; continue; } // Ignore "%%"
+        while (*fmt >= '0' && *fmt <= '9')
+            fmt++;
+        if (*fmt == '.')
+        {
+            fmt = ImAtoi(fmt + 1, &precision);
+            if (precision < 0 || precision > 10)
+                precision = default_precision;
+        }
+        if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
+            precision = -1;
+        break;
+    }
+    return precision;
+}
+
+static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
+{
+    static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
+    return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
+}
+
+float ImGui::RoundScalar(float value, int decimal_precision)
+{
+    // Round past decimal precision
+    // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
+    // FIXME: Investigate better rounding methods
+    if (decimal_precision < 0)
+        return value;
+    const float min_step = GetMinimumStepAtDecimalPrecision(decimal_precision);
+    bool negative = value < 0.0f;
+    value = fabsf(value);
+    float remainder = fmodf(value, min_step);
+    if (remainder <= min_step*0.5f)
+        value -= remainder;
+    else
+        value += (min_step - remainder);
+    return negative ? -value : value;
+}
+
+static inline float SliderBehaviorCalcRatioFromValue(float v, float v_min, float v_max, float power, float linear_zero_pos)
+{
+    if (v_min == v_max)
+        return 0.0f;
+
+    const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);
+    const float v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
+    if (is_non_linear)
+    {
+        if (v_clamped < 0.0f)
+        {
+            const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
+            return (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
+        }
+        else
+        {
+            const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
+            return linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
+        }
+    }
+
+    // Linear slider
+    return (v_clamped - v_min) / (v_max - v_min);
+}
+
+bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    const ImGuiStyle& style = g.Style;
+
+    // Draw frame
+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderNavHighlight(frame_bb, id);
+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
+
+    const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);
+    const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
+
+    const float grab_padding = 2.0f;
+    const float slider_sz = is_horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);
+    float grab_sz;
+    if (decimal_precision != 0)
+        grab_sz = ImMin(style.GrabMinSize, slider_sz);
+    else
+        grab_sz = ImMin(ImMax(1.0f * (slider_sz / ((v_min < v_max ? v_max - v_min : v_min - v_max) + 1.0f)), style.GrabMinSize), slider_sz);  // Integer sliders, if possible have the grab size represent 1 unit
+    const float slider_usable_sz = slider_sz - grab_sz;
+    const float slider_usable_pos_min = (is_horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz*0.5f;
+    const float slider_usable_pos_max = (is_horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz*0.5f;
+
+    // For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
+    float linear_zero_pos = 0.0f;   // 0.0->1.0f
+    if (v_min * v_max < 0.0f)
+    {
+        // Different sign
+        const float linear_dist_min_to_0 = powf(fabsf(0.0f - v_min), 1.0f/power);
+        const float linear_dist_max_to_0 = powf(fabsf(v_max - 0.0f), 1.0f/power);
+        linear_zero_pos = linear_dist_min_to_0 / (linear_dist_min_to_0+linear_dist_max_to_0);
+    }
+    else
+    {
+        // Same sign
+        linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
+    }
+
+    // Process interacting with the slider
+    bool value_changed = false;
+    if (g.ActiveId == id)
+    {
+        bool set_new_value = false;
+        float clicked_t = 0.0f;
+        if (g.ActiveIdSource == ImGuiInputSource_Mouse)
+        {
+            if (!g.IO.MouseDown[0])
+            {
+                ClearActiveID();
+            }
+            else
+            {
+                const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
+                clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
+                if (!is_horizontal)
+                    clicked_t = 1.0f - clicked_t;
+                set_new_value = true;
+            }
+        }
+        else if (g.ActiveIdSource == ImGuiInputSource_Nav)
+        {
+            const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
+            float delta = is_horizontal ? delta2.x : -delta2.y;
+            if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
+            {
+                ClearActiveID();
+            }
+            else if (delta != 0.0f)
+            {
+                clicked_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
+                if (decimal_precision == 0 && !is_non_linear)
+                {
+                    if (fabsf(v_max - v_min) <= 100.0f || IsNavInputDown(ImGuiNavInput_TweakSlow))
+                        delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (v_max - v_min); // Gamepad/keyboard tweak speeds in integer steps
+                    else
+                        delta /= 100.0f;
+                }
+                else
+                {
+                    delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds
+                    if (IsNavInputDown(ImGuiNavInput_TweakSlow))
+                        delta /= 10.0f;
+                }
+                if (IsNavInputDown(ImGuiNavInput_TweakFast))
+                    delta *= 10.0f;
+                set_new_value = true;
+                if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
+                    set_new_value = false;
+                else
+                    clicked_t = ImSaturate(clicked_t + delta);
+            }
+        }
+
+        if (set_new_value)
+        {
+            float new_value;
+            if (is_non_linear)
+            {
+                // Account for logarithmic scale on both sides of the zero
+                if (clicked_t < linear_zero_pos)
+                {
+                    // Negative: rescale to the negative range before powering
+                    float a = 1.0f - (clicked_t / linear_zero_pos);
+                    a = powf(a, power);
+                    new_value = ImLerp(ImMin(v_max,0.0f), v_min, a);
+                }
+                else
+                {
+                    // Positive: rescale to the positive range before powering
+                    float a;
+                    if (fabsf(linear_zero_pos - 1.0f) > 1.e-6f)
+                        a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
+                    else
+                        a = clicked_t;
+                    a = powf(a, power);
+                    new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);
+                }
+            }
+            else
+            {
+                // Linear slider
+                new_value = ImLerp(v_min, v_max, clicked_t);
+            }
+
+            // Round past decimal precision
+            new_value = RoundScalar(new_value, decimal_precision);
+            if (*v != new_value)
+            {
+                *v = new_value;
+                value_changed = true;
+            }
+        }
+    }
+
+    // Draw
+    float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
+    if (!is_horizontal)
+        grab_t = 1.0f - grab_t;
+    const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
+    ImRect grab_bb;
+    if (is_horizontal)
+        grab_bb = ImRect(ImVec2(grab_pos - grab_sz*0.5f, frame_bb.Min.y + grab_padding), ImVec2(grab_pos + grab_sz*0.5f, frame_bb.Max.y - grab_padding));
+    else
+        grab_bb = ImRect(ImVec2(frame_bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f), ImVec2(frame_bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f));
+    window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
+
+    return value_changed;
+}
+
+// Use power!=1.0 for logarithmic sliders.
+// Adjust display_format to decorate the value with a prefix or a suffix.
+//   "%.3f"         1.234
+//   "%5.2f secs"   01.23 secs
+//   "Gold: %.0f"   Gold: 1
+bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+    if (!ItemAdd(total_bb, id, &frame_bb))
+    {
+        ItemSize(total_bb, style.FramePadding.y);
+        return false;
+    }
+    const bool hovered = ItemHoverable(frame_bb, id);
+
+    if (!display_format)
+        display_format = "%.3f";
+    int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+    // Tabbing or CTRL-clicking on Slider turns it into an input box
+    bool start_text_input = false;
+    const bool tab_focus_requested = FocusableItemRegister(window, id);
+    if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id))
+    {
+        SetActiveID(id, window);
+        SetFocusID(id, window);
+        FocusWindow(window);
+        g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+        if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id)
+        {
+            start_text_input = true;
+            g.ScalarAsInputTextId = 0;
+        }
+    }
+    if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+        return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
+
+    // Actual slider behavior + render grab
+    ItemSize(total_bb, style.FramePadding.y);
+    const bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    char value_buf[64];
+    const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    ItemSize(bb, style.FramePadding.y);
+    if (!ItemAdd(frame_bb, id))
+        return false;
+    const bool hovered = ItemHoverable(frame_bb, id);
+
+    if (!display_format)
+        display_format = "%.3f";
+    int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+    if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
+    {
+        SetActiveID(id, window);
+        SetFocusID(id, window);
+        FocusWindow(window);
+        g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+    }
+
+    // Actual slider behavior + render grab
+    bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision, ImGuiSliderFlags_Vertical);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    // For the vertical slider we allow centered text to overlap the frame padding
+    char value_buf[64];
+    char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f));
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max)
+{
+    float v_deg = (*v_rad) * 360.0f / (2*IM_PI);
+    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f);
+    *v_rad = v_deg * (2*IM_PI) / 360.0f;
+    return value_changed;
+}
+
+bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format)
+{
+    if (!display_format)
+        display_format = "%.0f";
+    float v_f = (float)*v;
+    bool value_changed = SliderFloat(label, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
+    *v = (int)v_f;
+    return value_changed;
+}
+
+bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format)
+{
+    if (!display_format)
+        display_format = "%.0f";
+    float v_f = (float)*v;
+    bool value_changed = VSliderFloat(label, size, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
+    *v = (int)v_f;
+    return value_changed;
+}
+
+// Add multiple sliders on 1 line for compact edition of multiple components
+bool ImGui::SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= SliderFloat("##v", &v[i], v_min, v_max, display_format, power);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format, float power)
+{
+    return SliderFloatN(label, v, 2, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format, float power)
+{
+    return SliderFloatN(label, v, 3, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format, float power)
+{
+    return SliderFloatN(label, v, 4, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= SliderInt("##v", &v[i], v_min, v_max, display_format);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format)
+{
+    return SliderIntN(label, v, 2, v_min, v_max, display_format);
+}
+
+bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format)
+{
+    return SliderIntN(label, v, 3, v_min, v_max, display_format);
+}
+
+bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format)
+{
+    return SliderIntN(label, v, 4, v_min, v_max, display_format);
+}
+
+bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    // Draw frame
+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderNavHighlight(frame_bb, id);
+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
+
+    bool value_changed = false;
+
+    // Process interacting with the drag
+    if (g.ActiveId == id)
+    {
+        if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
+            ClearActiveID();
+        else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
+            ClearActiveID();
+    }
+    if (g.ActiveId == id)
+    {
+        if (g.ActiveIdIsJustActivated)
+        {
+            // Lock current value on click
+            g.DragCurrentValue = *v;
+            g.DragLastMouseDelta = ImVec2(0.f, 0.f);
+        }
+
+        if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)
+            v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio;
+
+        float v_cur = g.DragCurrentValue;
+        const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f);
+        float adjust_delta = 0.0f;
+        if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid())
+        {
+            adjust_delta = mouse_drag_delta.x - g.DragLastMouseDelta.x;
+            if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
+                adjust_delta *= g.DragSpeedScaleFast;
+            if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
+                adjust_delta *= g.DragSpeedScaleSlow;
+            g.DragLastMouseDelta.x = mouse_drag_delta.x;
+        }
+        if (g.ActiveIdSource == ImGuiInputSource_Nav)
+        {
+            adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
+            if (v_min < v_max && ((v_cur >= v_max && adjust_delta > 0.0f) || (v_cur <= v_min && adjust_delta < 0.0f))) // This is to avoid applying the saturation when already past the limits
+                adjust_delta = 0.0f;
+            v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
+        }
+        adjust_delta *= v_speed;
+
+        if (fabsf(adjust_delta) > 0.0f)
+        {
+            if (fabsf(power - 1.0f) > 0.001f)
+            {
+                // Logarithmic curve on both side of 0.0
+                float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;
+                float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;
+                float v1 = powf(v0_abs, 1.0f / power) + (adjust_delta * v0_sign);
+                float v1_abs = v1 >= 0.0f ? v1 : -v1;
+                float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f;          // Crossed sign line
+                v_cur = powf(v1_abs, power) * v0_sign * v1_sign;    // Reapply sign
+            }
+            else
+            {
+                v_cur += adjust_delta;
+            }
+
+            // Clamp
+            if (v_min < v_max)
+                v_cur = ImClamp(v_cur, v_min, v_max);
+            g.DragCurrentValue = v_cur;
+        }
+
+        // Round to user desired precision, then apply
+        v_cur = RoundScalar(v_cur, decimal_precision);
+        if (*v != v_cur)
+        {
+            *v = v_cur;
+            value_changed = true;
+        }
+    }
+
+    return value_changed;
+}
+
+bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
+    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+    if (!ItemAdd(total_bb, id, &frame_bb))
+    {
+        ItemSize(total_bb, style.FramePadding.y);
+        return false;
+    }
+    const bool hovered = ItemHoverable(frame_bb, id);
+
+    if (!display_format)
+        display_format = "%.3f";
+    int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+    // Tabbing or CTRL-clicking on Drag turns it into an input box
+    bool start_text_input = false;
+    const bool tab_focus_requested = FocusableItemRegister(window, id);
+    if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id))
+    {
+        SetActiveID(id, window);
+        SetFocusID(id, window);
+        FocusWindow(window);
+        g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+        if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id)
+        {
+            start_text_input = true;
+            g.ScalarAsInputTextId = 0;
+        }
+    }
+    if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+        return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
+
+    // Actual drag behavior
+    ItemSize(total_bb, style.FramePadding.y);
+    const bool value_changed = DragBehavior(frame_bb, id, v, v_speed, v_min, v_max, decimal_precision, power);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    char value_buf[64];
+    const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= DragFloat("##v", &v[i], v_speed, v_min, v_max, display_format, power);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    return DragFloatN(label, v, 2, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    return DragFloatN(label, v, 3, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    return DragFloatN(label, v, 4, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* display_format, const char* display_format_max, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    PushID(label);
+    BeginGroup();
+    PushMultiItemsWidths(2);
+
+    bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format, power);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+    value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, display_format_max ? display_format_max : display_format, power);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+    PopID();
+
+    return value_changed;
+}
+
+// NB: v_speed is float to allow adjusting the drag speed with more precision
+bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* display_format)
+{
+    if (!display_format)
+        display_format = "%.0f";
+    float v_f = (float)*v;
+    bool value_changed = DragFloat(label, &v_f, v_speed, (float)v_min, (float)v_max, display_format);
+    *v = (int)v_f;
+    return value_changed;
+}
+
+bool ImGui::DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= DragInt("##v", &v[i], v_speed, v_min, v_max, display_format);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* display_format)
+{
+    return DragIntN(label, v, 2, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* display_format)
+{
+    return DragIntN(label, v, 3, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* display_format)
+{
+    return DragIntN(label, v, 4, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* display_format, const char* display_format_max)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    PushID(label);
+    BeginGroup();
+    PushMultiItemsWidths(2);
+
+    bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+    value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, display_format_max ? display_format_max : display_format);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+    PopID();
+
+    return value_changed;
+}
+
+void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    if (graph_size.x == 0.0f)
+        graph_size.x = CalcItemWidth();
+    if (graph_size.y == 0.0f)
+        graph_size.y = label_size.y + (style.FramePadding.y * 2);
+
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
+    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, 0, &frame_bb))
+        return;
+    const bool hovered = ItemHoverable(inner_bb, 0);
+
+    // Determine scale from values if not specified
+    if (scale_min == FLT_MAX || scale_max == FLT_MAX)
+    {
+        float v_min = FLT_MAX;
+        float v_max = -FLT_MAX;
+        for (int i = 0; i < values_count; i++)
+        {
+            const float v = values_getter(data, i);
+            v_min = ImMin(v_min, v);
+            v_max = ImMax(v_max, v);
+        }
+        if (scale_min == FLT_MAX)
+            scale_min = v_min;
+        if (scale_max == FLT_MAX)
+            scale_max = v_max;
+    }
+
+    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    if (values_count > 0)
+    {
+        int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+
+        // Tooltip on hover
+        int v_hovered = -1;
+        if (hovered)
+        {
+            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
+            const int v_idx = (int)(t * item_count);
+            IM_ASSERT(v_idx >= 0 && v_idx < values_count);
+
+            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
+            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
+            if (plot_type == ImGuiPlotType_Lines)
+                SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
+            else if (plot_type == ImGuiPlotType_Histogram)
+                SetTooltip("%d: %8.4g", v_idx, v0);
+            v_hovered = v_idx;
+        }
+
+        const float t_step = 1.0f / (float)res_w;
+        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
+
+        float v0 = values_getter(data, (0 + values_offset) % values_count);
+        float t0 = 0.0f;
+        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) );                       // Point in the normalized space of our target rectangle
+        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands
+
+        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
+        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
+
+        for (int n = 0; n < res_w; n++)
+        {
+            const float t1 = t0 + t_step;
+            const int v1_idx = (int)(t0 * item_count + 0.5f);
+            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
+            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
+            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );
+
+            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
+            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
+            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
+            if (plot_type == ImGuiPlotType_Lines)
+            {
+                window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
+            }
+            else if (plot_type == ImGuiPlotType_Histogram)
+            {
+                if (pos1.x >= pos0.x + 2.0f)
+                    pos1.x -= 1.0f;
+                window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
+            }
+
+            t0 = t1;
+            tp0 = tp1;
+        }
+    }
+
+    // Text overlay
+    if (overlay_text)
+        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+}
+
+struct ImGuiPlotArrayGetterData
+{
+    const float* Values;
+    int Stride;
+
+    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
+};
+
+static float Plot_ArrayGetter(void* data, int idx)
+{
+    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
+    const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
+    return v;
+}
+
+void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
+void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    ImVec2 pos = window->DC.CursorPos;
+    ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
+    ItemSize(bb, style.FramePadding.y);
+    if (!ItemAdd(bb, 0))
+        return;
+
+    // Render
+    fraction = ImSaturate(fraction);
+    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+    bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
+    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
+    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);
+
+    // Default displaying the fraction as percentage string, but user can override it
+    char overlay_buf[32];
+    if (!overlay)
+    {
+        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
+        overlay = overlay_buf;
+    }
+
+    ImVec2 overlay_size = CalcTextSize(overlay, NULL);
+    if (overlay_size.x > 0.0f)
+        RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
+}
+
+bool ImGui::Checkbox(const char* label, bool* v)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice
+    ItemSize(check_bb, style.FramePadding.y);
+
+    ImRect total_bb = check_bb;
+    if (label_size.x > 0)
+        SameLine(0, style.ItemInnerSpacing.x);
+    const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
+    if (label_size.x > 0)
+    {
+        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
+        total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
+    }
+
+    if (!ItemAdd(total_bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+    if (pressed)
+        *v = !(*v);
+
+    RenderNavHighlight(total_bb, id);
+    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
+    if (*v)
+    {
+        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
+        RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f);
+    }
+
+    if (g.LogEnabled)
+        LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
+    if (label_size.x > 0.0f)
+        RenderText(text_bb.Min, label);
+
+    return pressed;
+}
+
+bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+{
+    bool v = ((*flags & flags_value) == flags_value);
+    bool pressed = Checkbox(label, &v);
+    if (pressed)
+    {
+        if (v)
+            *flags |= flags_value;
+        else
+            *flags &= ~flags_value;
+    }
+
+    return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, bool active)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
+    ItemSize(check_bb, style.FramePadding.y);
+
+    ImRect total_bb = check_bb;
+    if (label_size.x > 0)
+        SameLine(0, style.ItemInnerSpacing.x);
+    const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
+    if (label_size.x > 0)
+    {
+        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
+        total_bb.Add(text_bb);
+    }
+
+    if (!ItemAdd(total_bb, id))
+        return false;
+
+    ImVec2 center = check_bb.GetCenter();
+    center.x = (float)(int)center.x + 0.5f;
+    center.y = (float)(int)center.y + 0.5f;
+    const float radius = check_bb.GetHeight() * 0.5f;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+
+    RenderNavHighlight(total_bb, id);
+    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
+    if (active)
+    {
+        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
+        window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
+    }
+
+    if (style.FrameBorderSize > 0.0f)
+    {
+        window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
+        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
+    }
+
+    if (g.LogEnabled)
+        LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
+    if (label_size.x > 0.0f)
+        RenderText(text_bb.Min, label);
+
+    return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, int* v, int v_button)
+{
+    const bool pressed = RadioButton(label, *v == v_button);
+    if (pressed)
+    {
+        *v = v_button;
+    }
+    return pressed;
+}
+
+static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
+{
+    int line_count = 0;
+    const char* s = text_begin;
+    while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
+        if (c == '\n')
+            line_count++;
+    s--;
+    if (s[0] != '\n' && s[0] != '\r')
+        line_count++;
+    *out_text_end = s;
+    return line_count;
+}
+
+static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
+{
+    ImFont* font = GImGui->Font;
+    const float line_height = GImGui->FontSize;
+    const float scale = line_height / font->FontSize;
+
+    ImVec2 text_size = ImVec2(0,0);
+    float line_width = 0.0f;
+
+    const ImWchar* s = text_begin;
+    while (s < text_end)
+    {
+        unsigned int c = (unsigned int)(*s++);
+        if (c == '\n')
+        {
+            text_size.x = ImMax(text_size.x, line_width);
+            text_size.y += line_height;
+            line_width = 0.0f;
+            if (stop_on_new_line)
+                break;
+            continue;
+        }
+        if (c == '\r')
+            continue;
+
+        const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
+        line_width += char_width;
+    }
+
+    if (text_size.x < line_width)
+        text_size.x = line_width;
+
+    if (out_offset)
+        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n
+
+    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
+        text_size.y += line_height;
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
+namespace ImGuiStb
+{
+
+static int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj)                             { return obj->CurLenW; }
+static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx)                      { return obj->Text[idx]; }
+static float   STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->Text[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
+static int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x10000 ? 0 : key; }
+static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
+static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
+{
+    const ImWchar* text = obj->Text.Data;
+    const ImWchar* text_remaining = NULL;
+    const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
+    r->x0 = 0.0f;
+    r->x1 = size.x;
+    r->baseline_y_delta = size.y;
+    r->ymin = 0.0f;
+    r->ymax = size.y;
+    r->num_chars = (int)(text_remaining - (text + line_start_idx));
+}
+
+static bool is_separator(unsigned int c)                                        { return ImCharIsSpace(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
+static int  is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx)      { return idx > 0 ? (is_separator( obj->Text[idx-1] ) && !is_separator( obj->Text[idx] ) ) : 1; }
+static int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)   { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
+#ifdef __APPLE__    // FIXME: Move setting to IO structure
+static int  is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx)       { return idx > 0 ? (!is_separator( obj->Text[idx-1] ) && is_separator( obj->Text[idx] ) ) : 1; }
+static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)  { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
+#else
+static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)  { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
+#endif
+#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL    // They need to be #define for stb_textedit.h
+#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
+
+static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
+{
+    ImWchar* dst = obj->Text.Data + pos;
+
+    // We maintain our buffer length in both UTF-8 and wchar formats
+    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
+    obj->CurLenW -= n;
+
+    // Offset remaining text
+    const ImWchar* src = obj->Text.Data + pos + n;
+    while (ImWchar c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+}
+
+static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
+{
+    const int text_len = obj->CurLenW;
+    IM_ASSERT(pos <= text_len);
+    if (new_text_len + text_len + 1 > obj->Text.Size)
+        return false;
+
+    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
+    if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
+        return false;
+
+    ImWchar* text = obj->Text.Data;
+    if (pos != text_len)
+        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
+    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
+
+    obj->CurLenW += new_text_len;
+    obj->CurLenA += new_text_len_utf8;
+    obj->Text[obj->CurLenW] = '\0';
+
+    return true;
+}
+
+// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
+#define STB_TEXTEDIT_K_LEFT         0x10000 // keyboard input to move cursor left
+#define STB_TEXTEDIT_K_RIGHT        0x10001 // keyboard input to move cursor right
+#define STB_TEXTEDIT_K_UP           0x10002 // keyboard input to move cursor up
+#define STB_TEXTEDIT_K_DOWN         0x10003 // keyboard input to move cursor down
+#define STB_TEXTEDIT_K_LINESTART    0x10004 // keyboard input to move cursor to start of line
+#define STB_TEXTEDIT_K_LINEEND      0x10005 // keyboard input to move cursor to end of line
+#define STB_TEXTEDIT_K_TEXTSTART    0x10006 // keyboard input to move cursor to start of text
+#define STB_TEXTEDIT_K_TEXTEND      0x10007 // keyboard input to move cursor to end of text
+#define STB_TEXTEDIT_K_DELETE       0x10008 // keyboard input to delete selection or character under cursor
+#define STB_TEXTEDIT_K_BACKSPACE    0x10009 // keyboard input to delete selection or character left of cursor
+#define STB_TEXTEDIT_K_UNDO         0x1000A // keyboard input to perform undo
+#define STB_TEXTEDIT_K_REDO         0x1000B // keyboard input to perform redo
+#define STB_TEXTEDIT_K_WORDLEFT     0x1000C // keyboard input to move cursor left one word
+#define STB_TEXTEDIT_K_WORDRIGHT    0x1000D // keyboard input to move cursor right one word
+#define STB_TEXTEDIT_K_SHIFT        0x20000
+
+#define STB_TEXTEDIT_IMPLEMENTATION
+#include "stb_textedit.h"
+
+}
+
+void ImGuiTextEditState::OnKeyPressed(int key)
+{
+    stb_textedit_key(this, &StbState, key);
+    CursorFollow = true;
+    CursorAnimReset();
+}
+
+// Public API to manipulate UTF-8 text
+// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
+// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
+void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
+{
+    IM_ASSERT(pos + bytes_count <= BufTextLen);
+    char* dst = Buf + pos;
+    const char* src = Buf + pos + bytes_count;
+    while (char c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+
+    if (CursorPos + bytes_count >= pos)
+        CursorPos -= bytes_count;
+    else if (CursorPos >= pos)
+        CursorPos = pos;
+    SelectionStart = SelectionEnd = CursorPos;
+    BufDirty = true;
+    BufTextLen -= bytes_count;
+}
+
+void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
+{
+    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
+    if (new_text_len + BufTextLen + 1 >= BufSize)
+        return;
+
+    if (BufTextLen != pos)
+        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
+    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
+    Buf[BufTextLen + new_text_len] = '\0';
+
+    if (CursorPos >= pos)
+        CursorPos += new_text_len;
+    SelectionStart = SelectionEnd = CursorPos;
+    BufDirty = true;
+    BufTextLen += new_text_len;
+}
+
+// Return false to discard a character.
+static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    unsigned int c = *p_char;
+
+    if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
+    {
+        bool pass = false;
+        pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
+        pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
+        if (!pass)
+            return false;
+    }
+
+    if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
+        return false;
+
+    if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
+    {
+        if (flags & ImGuiInputTextFlags_CharsDecimal)
+            if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+                return false;
+
+        if (flags & ImGuiInputTextFlags_CharsScientific)
+            if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
+                return false;
+
+        if (flags & ImGuiInputTextFlags_CharsHexadecimal)
+            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
+                return false;
+
+        if (flags & ImGuiInputTextFlags_CharsUppercase)
+            if (c >= 'a' && c <= 'z')
+                *p_char = (c += (unsigned int)('A'-'a'));
+
+        if (flags & ImGuiInputTextFlags_CharsNoBlank)
+            if (ImCharIsSpace(c))
+                return false;
+    }
+
+    if (flags & ImGuiInputTextFlags_CallbackCharFilter)
+    {
+        ImGuiTextEditCallbackData callback_data;
+        memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
+        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
+        callback_data.EventChar = (ImWchar)c;
+        callback_data.Flags = flags;
+        callback_data.UserData = user_data;
+        if (callback(&callback_data) != 0)
+            return false;
+        *p_char = callback_data.EventChar;
+        if (!callback_data.EventChar)
+            return false;
+    }
+
+    return true;
+}
+
+// Edit a string of text
+// NB: when active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while active has no effect.
+// FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
+bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiIO& io = g.IO;
+    const ImGuiStyle& style = g.Style;
+
+    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
+    const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
+    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
+    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
+
+    if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn
+        BeginGroup();
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
+
+    ImGuiWindow* draw_window = window;
+    if (is_multiline)
+    {
+        ItemAdd(total_bb, id, &frame_bb);
+        if (!BeginChildFrame(id, frame_bb.GetSize()))
+        {
+            EndChildFrame();
+            EndGroup();
+            return false;
+        }
+        draw_window = GetCurrentWindow();
+        size.x -= draw_window->ScrollbarSizes.x;
+    }
+    else
+    {
+        ItemSize(total_bb, style.FramePadding.y);
+        if (!ItemAdd(total_bb, id, &frame_bb))
+            return false;
+    }
+    const bool hovered = ItemHoverable(frame_bb, id);
+    if (hovered)
+        g.MouseCursor = ImGuiMouseCursor_TextInput;
+
+    // Password pushes a temporary font with only a fallback glyph
+    if (is_password)
+    {
+        const ImFontGlyph* glyph = g.Font->FindGlyph('*');
+        ImFont* password_font = &g.InputTextPasswordFont;
+        password_font->FontSize = g.Font->FontSize;
+        password_font->Scale = g.Font->Scale;
+        password_font->DisplayOffset = g.Font->DisplayOffset;
+        password_font->Ascent = g.Font->Ascent;
+        password_font->Descent = g.Font->Descent;
+        password_font->ContainerAtlas = g.Font->ContainerAtlas;
+        password_font->FallbackGlyph = glyph;
+        password_font->FallbackAdvanceX = glyph->AdvanceX;
+        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
+        PushFont(password_font);
+    }
+
+    // NB: we are only allowed to access 'edit_state' if we are the active widget.
+    ImGuiTextEditState& edit_state = g.InputTextState;
+
+    const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0);    // Using completion callback disable keyboard tabbing
+    const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
+    const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
+
+    const bool user_clicked = hovered && io.MouseClicked[0];
+    const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
+    const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
+
+    bool clear_active_id = false;
+
+    bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
+    if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
+    {
+        if (g.ActiveId != id)
+        {
+            // Start edition
+            // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
+            // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
+            const int prev_len_w = edit_state.CurLenW;
+            edit_state.Text.resize(buf_size+1);        // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
+            edit_state.InitialText.resize(buf_size+1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
+            ImStrncpy(edit_state.InitialText.Data, buf, edit_state.InitialText.Size);
+            const char* buf_end = NULL;
+            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
+            edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
+            edit_state.CursorAnimReset();
+
+            // Preserve cursor position and undo/redo stack if we come back to same widget
+            // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
+            const bool recycle_state = (edit_state.Id == id) && (prev_len_w == edit_state.CurLenW);
+            if (recycle_state)
+            {
+                // Recycle existing cursor/selection/undo stack but clamp position
+                // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+                edit_state.CursorClamp();
+            }
+            else
+            {
+                edit_state.Id = id;
+                edit_state.ScrollX = 0.0f;
+                stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
+                if (!is_multiline && focus_requested_by_code)
+                    select_all = true;
+            }
+            if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
+                edit_state.StbState.insert_mode = true;
+            if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
+                select_all = true;
+        }
+        SetActiveID(id, window);
+        SetFocusID(id, window);
+        FocusWindow(window);
+        if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
+            g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
+    }
+    else if (io.MouseClicked[0])
+    {
+        // Release focus when we click outside
+        clear_active_id = true;
+    }
+
+    bool value_changed = false;
+    bool enter_pressed = false;
+
+    if (g.ActiveId == id)
+    {
+        if (!is_editable && !g.ActiveIdIsJustActivated)
+        {
+            // When read-only we always use the live data passed to the function
+            edit_state.Text.resize(buf_size+1);
+            const char* buf_end = NULL;
+            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
+            edit_state.CurLenA = (int)(buf_end - buf);
+            edit_state.CursorClamp();
+        }
+
+        edit_state.BufSizeA = buf_size;
+
+        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
+        // Down the line we should have a cleaner library-wide concept of Selected vs Active.
+        g.ActiveIdAllowOverlap = !io.MouseDown[0];
+        g.WantTextInputNextFrame = 1;
+
+        // Edit in progress
+        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
+        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
+
+        const bool osx_double_click_selects_words = io.OptMacOSXBehaviors;      // OS X style: Double click selects by word instead of selecting whole text
+        if (select_all || (hovered && !osx_double_click_selects_words && io.MouseDoubleClicked[0]))
+        {
+            edit_state.SelectAll();
+            edit_state.SelectedAllMouseLock = true;
+        }
+        else if (hovered && osx_double_click_selects_words && io.MouseDoubleClicked[0])
+        {
+            // Select a word only, OS X style (by simulating keystrokes)
+            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
+            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+        }
+        else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
+        {
+            if (hovered)
+            {
+                stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
+                edit_state.CursorAnimReset();
+            }
+        }
+        else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
+        {
+            stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
+            edit_state.CursorAnimReset();
+            edit_state.CursorFollow = true;
+        }
+        if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
+            edit_state.SelectedAllMouseLock = false;
+
+        if (io.InputCharacters[0])
+        {
+            // Process text input (before we check for Return because using some IME will effectively send a Return?)
+            // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
+            if (!(io.KeyCtrl && !io.KeyAlt) && is_editable && !user_nav_input_start)
+                for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)
+                {
+                    // Insert character if they pass filtering
+                    unsigned int c = (unsigned int)io.InputCharacters[n];
+                    if (InputTextFilterCharacter(&c, flags, callback, user_data))
+                        edit_state.OnKeyPressed((int)c);
+                }
+
+            // Consume characters
+            memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+        }
+    }
+
+    bool cancel_edit = false;
+    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
+    {
+        // Handle key-presses
+        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
+        const bool is_shortcut_key_only = (io.OptMacOSXBehaviors ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
+        const bool is_wordmove_key_down = io.OptMacOSXBehaviors ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl
+        const bool is_startend_key_down = io.OptMacOSXBehaviors && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
+        const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
+        const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;
+
+        const bool is_cut   = ((is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection());
+        const bool is_copy  = ((is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection());
+        const bool is_paste = ((is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable;
+
+        if (IsKeyPressedMap(ImGuiKey_LeftArrow))                        { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_RightArrow))                  { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Home))                        { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_End))                         { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable)       { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)
+        {
+            if (!edit_state.HasSelection())
+            {
+                if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
+                else if (io.OptMacOSXBehaviors && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
+            }
+            edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
+        }
+        else if (IsKeyPressedMap(ImGuiKey_Enter))
+        {
+            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
+            if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
+            {
+                enter_pressed = clear_active_id = true;
+            }
+            else if (is_editable)
+            {
+                unsigned int c = '\n'; // Insert new line
+                if (InputTextFilterCharacter(&c, flags, callback, user_data))
+                    edit_state.OnKeyPressed((int)c);
+            }
+        }
+        else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
+        {
+            unsigned int c = '\t'; // Insert TAB
+            if (InputTextFilterCharacter(&c, flags, callback, user_data))
+                edit_state.OnKeyPressed((int)c);
+        }
+        else if (IsKeyPressedMap(ImGuiKey_Escape))                                                       { clear_active_id = cancel_edit = true; }
+        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable && is_undoable)      { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
+        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable && is_undoable)      { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
+        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A))                                    { edit_state.SelectAll(); edit_state.CursorFollow = true; }
+        else if (is_cut || is_copy)
+        {
+            // Cut, Copy
+            if (io.SetClipboardTextFn)
+            {
+                const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
+                const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
+                edit_state.TempTextBuffer.resize((ie-ib) * 4 + 1);
+                ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data+ib, edit_state.Text.Data+ie);
+                SetClipboardText(edit_state.TempTextBuffer.Data);
+            }
+
+            if (is_cut)
+            {
+                if (!edit_state.HasSelection())
+                    edit_state.SelectAll();
+                edit_state.CursorFollow = true;
+                stb_textedit_cut(&edit_state, &edit_state.StbState);
+            }
+        }
+        else if (is_paste)
+        {
+            // Paste
+            if (const char* clipboard = GetClipboardText())
+            {
+                // Filter pasted buffer
+                const int clipboard_len = (int)strlen(clipboard);
+                ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
+                int clipboard_filtered_len = 0;
+                for (const char* s = clipboard; *s; )
+                {
+                    unsigned int c;
+                    s += ImTextCharFromUtf8(&c, s, NULL);
+                    if (c == 0)
+                        break;
+                    if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))
+                        continue;
+                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
+                }
+                clipboard_filtered[clipboard_filtered_len] = 0;
+                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
+                {
+                    stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
+                    edit_state.CursorFollow = true;
+                }
+                ImGui::MemFree(clipboard_filtered);
+            }
+        }
+    }
+
+    if (g.ActiveId == id)
+    {
+        if (cancel_edit)
+        {
+            // Restore initial value
+            if (is_editable)
+            {
+                ImStrncpy(buf, edit_state.InitialText.Data, buf_size);
+                value_changed = true;
+            }
+        }
+
+        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
+        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage.
+        bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
+        if (apply_edit_back_to_user_buffer)
+        {
+            // Apply new value immediately - copy modified buffer back
+            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
+            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
+            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
+            if (is_editable)
+            {
+                edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);
+                ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data, NULL);
+            }
+
+            // User callback
+            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
+            {
+                IM_ASSERT(callback != NULL);
+
+                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
+                ImGuiInputTextFlags event_flag = 0;
+                ImGuiKey event_key = ImGuiKey_COUNT;
+                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackCompletion;
+                    event_key = ImGuiKey_Tab;
+                }
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
+                    event_key = ImGuiKey_UpArrow;
+                }
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
+                    event_key = ImGuiKey_DownArrow;
+                }
+                else if (flags & ImGuiInputTextFlags_CallbackAlways)
+                    event_flag = ImGuiInputTextFlags_CallbackAlways;
+
+                if (event_flag)
+                {
+                    ImGuiTextEditCallbackData callback_data;
+                    memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
+                    callback_data.EventFlag = event_flag;
+                    callback_data.Flags = flags;
+                    callback_data.UserData = user_data;
+                    callback_data.ReadOnly = !is_editable;
+
+                    callback_data.EventKey = event_key;
+                    callback_data.Buf = edit_state.TempTextBuffer.Data;
+                    callback_data.BufTextLen = edit_state.CurLenA;
+                    callback_data.BufSize = edit_state.BufSizeA;
+                    callback_data.BufDirty = false;
+
+                    // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
+                    ImWchar* text = edit_state.Text.Data;
+                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
+                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
+                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
+
+                    // Call user code
+                    callback(&callback_data);
+
+                    // Read back what user may have modified
+                    IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data);  // Invalid to modify those fields
+                    IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
+                    IM_ASSERT(callback_data.Flags == flags);
+                    if (callback_data.CursorPos != utf8_cursor_pos)            edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
+                    if (callback_data.SelectionStart != utf8_selection_start)  edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
+                    if (callback_data.SelectionEnd != utf8_selection_end)      edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);
+                    if (callback_data.BufDirty)
+                    {
+                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
+                        edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, callback_data.Buf, NULL);
+                        edit_state.CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
+                        edit_state.CursorAnimReset();
+                    }
+                }
+            }
+
+            // Copy back to user buffer
+            if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
+            {
+                ImStrncpy(buf, edit_state.TempTextBuffer.Data, buf_size);
+                value_changed = true;
+            }
+        }
+    }
+
+    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
+    if (clear_active_id && g.ActiveId == id)
+        ClearActiveID();
+
+    // Render
+    // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
+    const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL; 
+
+    RenderNavHighlight(frame_bb, id);
+    if (!is_multiline)
+        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
+    ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
+    ImVec2 text_size(0.f, 0.f);
+    const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
+    if (g.ActiveId == id || is_currently_scrolling)
+    {
+        edit_state.CursorAnim += io.DeltaTime;
+
+        // This is going to be messy. We need to:
+        // - Display the text (this alone can be more easily clipped)
+        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
+        // - Measure text height (for scrollbar)
+        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
+        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
+        const ImWchar* text_begin = edit_state.Text.Data;
+        ImVec2 cursor_offset, select_start_offset;
+
+        {
+            // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.
+            const ImWchar* searches_input_ptr[2];
+            searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;
+            searches_input_ptr[1] = NULL;
+            int searches_remaining = 1;
+            int searches_result_line_number[2] = { -1, -999 };
+            if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+            {
+                searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
+                searches_result_line_number[1] = -1;
+                searches_remaining++;
+            }
+
+            // Iterate all lines to find our line numbers
+            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
+            searches_remaining += is_multiline ? 1 : 0;
+            int line_count = 0;
+            for (const ImWchar* s = text_begin; *s != 0; s++)
+                if (*s == '\n')
+                {
+                    line_count++;
+                    if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }
+                    if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }
+                }
+            line_count++;
+            if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;
+            if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count;
+
+            // Calculate 2d position by finding the beginning of the line and measuring distance
+            cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
+            cursor_offset.y = searches_result_line_number[0] * g.FontSize;
+            if (searches_result_line_number[1] >= 0)
+            {
+                select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
+                select_start_offset.y = searches_result_line_number[1] * g.FontSize;
+            }
+
+            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
+            if (is_multiline)
+                text_size = ImVec2(size.x, line_count * g.FontSize);
+        }
+
+        // Scroll
+        if (edit_state.CursorFollow)
+        {
+            // Horizontal scroll in chunks of quarter width
+            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
+            {
+                const float scroll_increment_x = size.x * 0.25f;
+                if (cursor_offset.x < edit_state.ScrollX)
+                    edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
+                else if (cursor_offset.x - size.x >= edit_state.ScrollX)
+                    edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
+            }
+            else
+            {
+                edit_state.ScrollX = 0.0f;
+            }
+
+            // Vertical scroll
+            if (is_multiline)
+            {
+                float scroll_y = draw_window->Scroll.y;
+                if (cursor_offset.y - g.FontSize < scroll_y)
+                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
+                else if (cursor_offset.y - size.y >= scroll_y)
+                    scroll_y = cursor_offset.y - size.y;
+                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag
+                draw_window->Scroll.y = scroll_y;
+                render_pos.y = draw_window->DC.CursorPos.y;
+            }
+        }
+        edit_state.CursorFollow = false;
+        const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
+
+        // Draw selection
+        if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+        {
+            const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
+            const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
+
+            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
+            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
+            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);
+            ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
+            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
+            {
+                if (rect_pos.y > clip_rect.w + g.FontSize)
+                    break;
+                if (rect_pos.y < clip_rect.y)
+                {
+                    while (p < text_selected_end)
+                        if (*p++ == '\n')
+                            break;
+                }
+                else
+                {
+                    ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
+                    if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
+                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
+                    rect.ClipWith(clip_rect);
+                    if (rect.Overlaps(clip_rect))
+                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
+                }
+                rect_pos.x = render_pos.x - render_scroll.x;
+                rect_pos.y += g.FontSize;
+            }
+        }
+
+        draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
+
+        // Draw blinking cursor
+        bool cursor_is_visible = (!g.IO.OptCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
+        ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
+        ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f);
+        if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
+            draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
+
+        // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
+        if (is_editable)
+            g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
+    }
+    else
+    {
+        // Render text only
+        const char* buf_end = NULL;
+        if (is_multiline)
+            text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
+        draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
+    }
+
+    if (is_multiline)
+    {
+        Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
+        EndChildFrame();
+        EndGroup();
+    }
+
+    if (is_password)
+        PopFont();
+
+    // Log as text
+    if (g.LogEnabled && !is_password)
+        LogRenderedText(&render_pos, buf_display, NULL);
+
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
+        return enter_pressed;
+    else
+        return value_changed;
+}
+
+bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
+    return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
+}
+
+bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
+}
+
+// NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "display_format" argument)
+bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    BeginGroup();
+    PushID(label);
+    const ImVec2 button_sz = ImVec2(GetFrameHeight(), GetFrameHeight());
+    if (step_ptr)
+        PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_sz.x + style.ItemInnerSpacing.x)*2));
+
+    char buf[64];
+    DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf));
+
+    bool value_changed = false;
+    if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
+        extra_flags |= ImGuiInputTextFlags_CharsDecimal;
+    extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
+    if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
+        value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
+
+    // Step buttons
+    if (step_ptr)
+    {
+        PopItemWidth();
+        SameLine(0, style.ItemInnerSpacing.x);
+        if (ButtonEx("-", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+        {
+            DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
+            value_changed = true;
+        }
+        SameLine(0, style.ItemInnerSpacing.x);
+        if (ButtonEx("+", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+        {
+            DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
+            value_changed = true;
+        }
+    }
+    PopID();
+
+    if (label_size.x > 0)
+    {
+        SameLine(0, style.ItemInnerSpacing.x);
+        RenderText(ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + style.FramePadding.y), label);
+        ItemSize(label_size, style.FramePadding.y);
+    }
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    extra_flags |= ImGuiInputTextFlags_CharsScientific;
+    if (decimal_precision < 0)
+    {
+        // Ideally we'd have a minimum decimal precision of 1 to visually denote that this is a float, while hiding non-significant digits? %f doesn't have a minimum of 1
+        return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), "%f", extra_flags);
+    }
+    else
+    {
+        char display_format[16];
+        ImFormatString(display_format, IM_ARRAYSIZE(display_format), "%%.%df", decimal_precision);
+        return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), display_format, extra_flags);
+    }
+}
+
+bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* display_format, ImGuiInputTextFlags extra_flags)
+{
+    extra_flags |= ImGuiInputTextFlags_CharsScientific;
+    return InputScalarEx(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), display_format, extra_flags);
+}
+
+bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
+{
+    // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
+    const char* scalar_format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
+    return InputScalarEx(label, ImGuiDataType_Int, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), scalar_format, extra_flags);
+}
+
+bool ImGui::InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= InputFloat("##v", &v[i], 0, 0, decimal_precision, extra_flags);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    return InputFloatN(label, v, 2, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    return InputFloatN(label, v, 3, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    return InputFloatN(label, v, 4, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= InputInt("##v", &v[i], 0, 0, extra_flags);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
+{
+    return InputIntN(label, v, 2, extra_flags);
+}
+
+bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
+{
+    return InputIntN(label, v, 3, extra_flags);
+}
+
+bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
+{
+    return InputIntN(label, v, 4, extra_flags);
+}
+
+static float CalcMaxPopupHeightFromItemCount(int items_count)
+{
+    ImGuiContext& g = *GImGui;
+    if (items_count <= 0)
+        return FLT_MAX;
+    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
+}
+
+bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
+{
+    // Always consume the SetNextWindowSizeConstraint() call in our early return paths
+    ImGuiContext& g = *GImGui;
+    ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond;
+    g.NextWindowData.SizeConstraintCond = 0;
+
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, id, &frame_bb))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
+    bool popup_open = IsPopupOpen(id);
+
+    const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
+    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderNavHighlight(frame_bb, id);
+    if (!(flags & ImGuiComboFlags_NoPreview))
+        window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
+    if (!(flags & ImGuiComboFlags_NoArrowButton))
+    {
+        window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
+        RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
+    }
+    RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
+    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
+        RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    if ((pressed || g.NavActivateId == id) && !popup_open)
+    {
+        if (window->DC.NavLayerCurrent == 0) 
+            window->NavLastIds[0] = id;
+        OpenPopupEx(id);
+        popup_open = true;
+    }
+
+    if (!popup_open)
+        return false;
+
+    if (backup_next_window_size_constraint)
+    {
+        g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint;
+        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
+    }
+    else
+    {
+        if ((flags & ImGuiComboFlags_HeightMask_) == 0)
+            flags |= ImGuiComboFlags_HeightRegular;
+        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_));    // Only one
+        int popup_max_height_in_items = -1;
+        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;
+        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;
+        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;
+        SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
+    }
+
+    char name[16];
+    ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth
+
+    // Peak into expected window size so we can position it
+    if (ImGuiWindow* popup_window = FindWindowByName(name))
+        if (popup_window->WasActive)
+        {
+            ImVec2 size_contents = CalcSizeContents(popup_window);
+            ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents));
+            if (flags & ImGuiComboFlags_PopupAlignLeft)
+                popup_window->AutoPosLastDirection = ImGuiDir_Left;
+            ImVec2 pos = FindBestWindowPosForPopup(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
+            SetNextWindowPos(pos);
+        }
+
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
+    if (!Begin(name, NULL, window_flags))
+    {
+        EndPopup();
+        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above
+        return false;
+    }
+
+    // Horizontally align ourselves with the framed text
+    if (style.FramePadding.x != style.WindowPadding.x)
+        Indent(style.FramePadding.x - style.WindowPadding.x);
+
+    return true;
+}
+
+void ImGui::EndCombo()
+{
+    const ImGuiStyle& style = GImGui->Style;
+    if (style.FramePadding.x != style.WindowPadding.x)
+        Unindent(style.FramePadding.x - style.WindowPadding.x);
+    EndPopup();
+}
+
+// Old API, prefer using BeginCombo() nowadays if you can.
+bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)
+{
+    ImGuiContext& g = *GImGui;
+
+    const char* preview_text = NULL;
+    if (*current_item >= 0 && *current_item < items_count)
+        items_getter(data, *current_item, &preview_text);
+
+    // The old Combo() API exposed "popup_max_height_in_items", however the new more general BeginCombo() API doesn't, so we emulate it here.
+    if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond)
+    {
+        float popup_max_height = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);
+        SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, popup_max_height));
+    }
+
+    if (!BeginCombo(label, preview_text, 0))
+        return false;
+
+    // Display items
+    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)
+    bool value_changed = false;
+    for (int i = 0; i < items_count; i++)
+    {
+        PushID((void*)(intptr_t)i);
+        const bool item_selected = (i == *current_item);
+        const char* item_text;
+        if (!items_getter(data, i, &item_text))
+            item_text = "*Unknown item*";
+        if (Selectable(item_text, item_selected))
+        {
+            value_changed = true;
+            *current_item = i;
+        }
+        if (item_selected)
+            SetItemDefaultFocus();
+        PopID();
+    }
+
+    EndCombo();
+    return value_changed;
+}
+
+static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
+{
+    const char* const* items = (const char* const*)data;
+    if (out_text)
+        *out_text = items[idx];
+    return true;
+}
+
+static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
+{
+    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
+    const char* items_separated_by_zeros = (const char*)data;
+    int items_count = 0;
+    const char* p = items_separated_by_zeros;
+    while (*p)
+    {
+        if (idx == items_count)
+            break;
+        p += strlen(p) + 1;
+        items_count++;
+    }
+    if (!*p)
+        return false;
+    if (out_text)
+        *out_text = p;
+    return true;
+}
+
+// Combo box helper allowing to pass an array of strings.
+bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)
+{
+    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
+    return value_changed;
+}
+
+// Combo box helper allowing to pass all items in a single string.
+bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
+{
+    int items_count = 0;
+    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open
+    while (*p)
+    {
+        p += strlen(p) + 1;
+        items_count++;
+    }
+    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
+    return value_changed;
+}
+
+// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
+// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID.
+bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped.
+        PopClipRect();
+
+    ImGuiID id = window->GetID(label);
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
+    ImVec2 pos = window->DC.CursorPos;
+    pos.y += window->DC.CurrentLineTextBaseOffset;
+    ImRect bb(pos, pos + size);
+    ItemSize(bb);
+
+    // Fill horizontal space.
+    ImVec2 window_padding = window->WindowPadding;
+    float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
+    float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
+    ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
+    ImRect bb_with_spacing(pos, pos + size_draw);
+    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
+        bb_with_spacing.Max.x += window_padding.x;
+
+    // Selectables are tightly packed together, we extend the box to cover spacing between selectable.
+    float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
+    float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
+    float spacing_R = style.ItemSpacing.x - spacing_L;
+    float spacing_D = style.ItemSpacing.y - spacing_U;
+    bb_with_spacing.Min.x -= spacing_L;
+    bb_with_spacing.Min.y -= spacing_U;
+    bb_with_spacing.Max.x += spacing_R;
+    bb_with_spacing.Max.y += spacing_D;
+    if (!ItemAdd(bb_with_spacing, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
+    {
+        if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
+            PushColumnClipRect();
+        return false;
+    }
+
+    ImGuiButtonFlags button_flags = 0;
+    if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_NoHoldingActiveID;
+    if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnRelease;
+    if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
+    if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, button_flags);
+    if (flags & ImGuiSelectableFlags_Disabled)
+        selected = false;
+
+    // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
+    if (pressed || hovered)// && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
+        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerActiveMask)
+        {
+            g.NavDisableHighlight = true;
+            SetNavID(id, window->DC.NavLayerCurrent);
+        }
+
+    // Render
+    if (hovered || selected)
+    {
+        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+        RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
+        RenderNavHighlight(bb_with_spacing, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
+    }
+
+    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
+    {
+        PushColumnClipRect();
+        bb_with_spacing.Max.x -= (GetContentRegionMax().x - max_x);
+    }
+
+    if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+    RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
+    if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
+
+    // Automatically close popups
+    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
+        CloseCurrentPopup();
+    return pressed;
+}
+
+bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+    if (Selectable(label, *p_selected, flags, size_arg))
+    {
+        *p_selected = !*p_selected;
+        return true;
+    }
+    return false;
+}
+
+// Helper to calculate the size of a listbox and display a label on the right.
+// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
+bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = GetStyle();
+    const ImGuiID id = GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
+    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
+    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+    window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
+
+    BeginGroup();
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    BeginChildFrame(id, frame_bb.GetSize());
+    return true;
+}
+
+bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
+{
+    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+    // However we don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
+    // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
+    if (height_in_items < 0)
+        height_in_items = ImMin(items_count, 7);
+    float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);
+
+    // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
+    ImVec2 size;
+    size.x = 0.0f;
+    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y;
+    return ListBoxHeader(label, size);
+}
+
+void ImGui::ListBoxFooter()
+{
+    ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
+    const ImRect bb = parent_window->DC.LastItemRect;
+    const ImGuiStyle& style = GetStyle();
+
+    EndChildFrame();
+
+    // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
+    // We call SameLine() to restore DC.CurrentLine* data
+    SameLine();
+    parent_window->DC.CursorPos = bb.Min;
+    ItemSize(bb, style.FramePadding.y);
+    EndGroup();
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
+{
+    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
+    return value_changed;
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
+{
+    if (!ListBoxHeader(label, items_count, height_in_items))
+        return false;
+
+    // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
+    bool value_changed = false;
+    ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
+    while (clipper.Step())
+        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+        {
+            const bool item_selected = (i == *current_item);
+            const char* item_text;
+            if (!items_getter(data, i, &item_text))
+                item_text = "*Unknown item*";
+
+            PushID(i);
+            if (Selectable(item_text, item_selected))
+            {
+                *current_item = i;
+                value_changed = true;
+            }
+            if (item_selected)
+                SetItemDefaultFocus();
+            PopID();
+        }
+    ListBoxFooter();
+    return value_changed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImVec2 pos = window->DC.CursorPos;
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    ImGuiSelectableFlags flags = ImGuiSelectableFlags_MenuItem | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
+    bool pressed;
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+    {
+        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
+        // Note that in this situation we render neither the shortcut neither the selected tick mark
+        float w = label_size.x;
+        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
+        PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
+        pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
+        PopStyleVar();
+        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
+    }
+    else
+    {
+        ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
+        float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
+        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
+        pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
+        if (shortcut_size.x > 0.0f)
+        {
+            PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+            RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
+            PopStyleColor();
+        }
+        if (selected)
+            RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize  * 0.866f);
+    }
+    return pressed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
+{
+    if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
+    {
+        if (p_selected)
+            *p_selected = !*p_selected;
+        return true;
+    }
+    return false;
+}
+
+bool ImGui::BeginMainMenuBar()
+{
+    ImGuiContext& g = *GImGui;
+    SetNextWindowPos(ImVec2(0.0f, 0.0f));
+    SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.FontBaseSize + g.Style.FramePadding.y * 2.0f));
+    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
+    if (!Begin("##MainMenuBar", NULL, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_MenuBar)
+        || !BeginMenuBar())
+    {
+        End();
+        PopStyleVar(2);
+        return false;
+    }
+    g.CurrentWindow->DC.MenuBarOffsetX += g.Style.DisplaySafeAreaPadding.x;
+    return true;
+}
+
+void ImGui::EndMainMenuBar()
+{
+    EndMenuBar();
+
+    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
+    ImGuiContext& g = *GImGui;
+    if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
+        FocusFrontMostActiveWindow(g.NavWindow);
+
+    End();
+    PopStyleVar(2);
+}
+
+bool ImGui::BeginMenuBar()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    if (!(window->Flags & ImGuiWindowFlags_MenuBar))
+        return false;
+
+    IM_ASSERT(!window->DC.MenuBarAppending);
+    BeginGroup(); // Save position
+    PushID("##menubar");
+    
+    // We don't clip with regular window clipping rectangle as it is already set to the area below. However we clip with window full rect.
+    // We remove 1 worth of rounding to Max.x to that text in long menus don't tend to display over the lower-right rounded area, which looks particularly glitchy.
+    ImRect bar_rect = window->MenuBarRect();
+    ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
+    clip_rect.ClipWith(window->WindowRectClipped);
+    PushClipRect(clip_rect.Min, clip_rect.Max, false);
+
+    window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffsetX, bar_rect.Min.y);// + g.Style.FramePadding.y);
+    window->DC.LayoutType = ImGuiLayoutType_Horizontal;
+    window->DC.NavLayerCurrent++;
+    window->DC.NavLayerCurrentMask <<= 1;
+    window->DC.MenuBarAppending = true;
+    AlignTextToFramePadding();
+    return true;
+}
+
+void ImGui::EndMenuBar()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ImGuiContext& g = *GImGui;
+
+    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
+    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+    {
+        ImGuiWindow* nav_earliest_child = g.NavWindow;
+        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
+            nav_earliest_child = nav_earliest_child->ParentWindow;
+        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
+        {
+            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
+            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
+            IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
+            FocusWindow(window);
+            SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
+            g.NavLayer = 1;
+            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
+            g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
+            NavMoveRequestCancel();
+        }
+    }
+
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
+    IM_ASSERT(window->DC.MenuBarAppending);
+    PopClipRect();
+    PopID();
+    window->DC.MenuBarOffsetX = window->DC.CursorPos.x - window->MenuBarRect().Min.x;
+    window->DC.GroupStack.back().AdvanceCursor = false;
+    EndGroup();
+    window->DC.LayoutType = ImGuiLayoutType_Vertical;
+    window->DC.NavLayerCurrent--;
+    window->DC.NavLayerCurrentMask >>= 1;
+    window->DC.MenuBarAppending = false;
+}
+
+bool ImGui::BeginMenu(const char* label, bool enabled)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    bool pressed;
+    bool menu_is_open = IsPopupOpen(id);
+    bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
+    ImGuiWindow* backed_nav_window = g.NavWindow;
+    if (menuset_is_open)
+        g.NavWindow = window;  // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
+
+    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestPopupWindowPos).
+    ImVec2 popup_pos, pos = window->DC.CursorPos;
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+    {
+        // Menu inside an horizontal menu bar
+        // Selectable extend their highlight by half ItemSpacing in each direction.
+        // For ChildMenu, the popup position will be overwritten by the call to FindBestPopupWindowPos() in Begin()
+        popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
+        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
+        PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
+        float w = label_size.x;
+        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+        PopStyleVar();
+        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
+    }
+    else
+    {
+        // Menu inside a menu
+        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
+        float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
+        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
+        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+        if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+        RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
+        if (!enabled) PopStyleColor();
+    }
+
+    const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
+    if (menuset_is_open)
+        g.NavWindow = backed_nav_window;
+
+    bool want_open = false, want_close = false;
+    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
+    {
+        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
+        bool moving_within_opened_triangle = false;
+        if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
+        {
+            if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
+            {
+                ImRect next_window_rect = next_window->Rect();
+                ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
+                ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
+                ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
+                float extra = ImClamp(fabsf(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
+                ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f;   // to avoid numerical issues
+                tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f);            // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
+                tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
+                moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
+                //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
+            }
+        }
+
+        want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
+        want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
+
+        if (g.NavActivateId == id)
+        {
+            want_close = menu_is_open;
+            want_open = !menu_is_open;
+        }
+        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
+        {
+            want_open = true;
+            NavMoveRequestCancel();
+        }
+    }
+    else
+    {
+        // Menu bar
+        if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
+        {
+            want_close = true;
+            want_open = menu_is_open = false;
+        }
+        else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
+        {
+            want_open = true;
+        }
+        else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
+        {
+            want_open = true;
+            NavMoveRequestCancel();
+        }
+    }
+
+    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
+        want_close = true;
+    if (want_close && IsPopupOpen(id))
+        ClosePopupToLevel(g.CurrentPopupStack.Size);
+
+    if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
+    {
+        // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
+        OpenPopup(label);
+        return false;
+    }
+
+    menu_is_open |= want_open;
+    if (want_open)
+        OpenPopup(label);
+
+    if (menu_is_open)
+    {
+        SetNextWindowPos(popup_pos, ImGuiCond_Always);
+        ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
+        menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+    }
+
+    return menu_is_open;
+}
+
+void ImGui::EndMenu()
+{
+    // Nav: When a left move request _within our child menu_ failed, close the menu.
+    // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
+    // However it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
+    {
+        ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+        NavMoveRequestCancel();
+    }
+
+    EndPopup();
+}
+
+// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
+    BeginTooltipEx(0, true);
+    
+    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
+    if (text_end > text)
+    {
+        TextUnformatted(text, text_end);
+        Separator();
+    }
+
+    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
+    ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
+    SameLine();
+    if (flags & ImGuiColorEditFlags_NoAlpha)
+        Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);
+    else
+        Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
+    EndTooltip();
+}
+
+static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b)
+{
+    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
+    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
+    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
+    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
+    return IM_COL32(r, g, b, 0xFF);
+}
+
+// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
+// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
+void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
+    {
+        ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));
+        ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));
+        window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
+
+        int yi = 0;
+        for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
+        {
+            float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
+            if (y2 <= y1)
+                continue;
+            for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
+            {
+                float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
+                if (x2 <= x1)
+                    continue;
+                int rounding_corners_flags_cell = 0;
+                if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
+                if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
+                rounding_corners_flags_cell &= rounding_corners_flags;
+                window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
+            }
+        }
+    }
+    else
+    {
+        window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
+    }
+}
+
+void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if ((flags & ImGuiColorEditFlags__InputsMask) == 0)
+        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask;
+    if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)
+        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;
+    if ((flags & ImGuiColorEditFlags__PickerMask) == 0)
+        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;
+    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask)));   // Check only 1 option is selected
+    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected
+    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask)));   // Check only 1 option is selected
+    g.ColorEditOptions = flags;
+}
+
+// A little colored square. Return true when clicked.
+// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
+// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
+bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiID id = window->GetID(desc_id);
+    float default_size = GetFrameHeight();
+    if (size.x == 0.0f)
+        size.x = default_size;
+    if (size.y == 0.0f)
+        size.y = default_size;
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    if (flags & ImGuiColorEditFlags_NoAlpha)
+        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
+    
+    ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f);
+    float grid_step = ImMin(size.x, size.y) / 2.99f;
+    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
+    ImRect bb_inner = bb;
+    float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
+    bb_inner.Expand(off);
+    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f)
+    {
+        float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
+        RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight);
+        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
+    }
+    else
+    {
+        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
+        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha;
+        if (col_source.w < 1.0f)
+            RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
+        else
+            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All);
+    }
+    RenderNavHighlight(bb, id);
+    if (g.Style.FrameBorderSize > 0.0f)
+        RenderFrameBorder(bb.Min, bb.Max, rounding);
+    else
+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
+
+    // Drag and Drop Source
+    if (g.ActiveId == id && BeginDragDropSource()) // NB: The ActiveId test is merely an optional micro-optimization
+    {
+        if (flags & ImGuiColorEditFlags_NoAlpha)
+            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once);
+        else
+            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once);
+        ColorButton(desc_id, col, flags);
+        SameLine();
+        TextUnformatted("Color");
+        EndDragDropSource();
+        hovered = false;
+    }
+
+    // Tooltip
+    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
+        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
+
+    return pressed;
+}
+
+bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
+{
+    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
+}
+
+void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
+{
+    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask);
+    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask);
+    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
+        return;
+    ImGuiContext& g = *GImGui;
+    ImGuiColorEditFlags opts = g.ColorEditOptions;
+    if (allow_opt_inputs)
+    {
+        if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB;
+        if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV;
+        if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX;
+    }
+    if (allow_opt_datatype)
+    {
+        if (allow_opt_inputs) Separator();
+        if (RadioButton("0..255",     (opts & ImGuiColorEditFlags_Uint8) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8;
+        if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float;
+    }
+
+    if (allow_opt_inputs || allow_opt_datatype)
+        Separator();
+    if (Button("Copy as..", ImVec2(-1,0)))
+        OpenPopup("Copy");
+    if (BeginPopup("Copy"))
+    {
+        int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
+        char buf[64];
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+        if (Selectable(buf))
+            SetClipboardText(buf);
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
+        if (Selectable(buf))
+            SetClipboardText(buf);
+        if (flags & ImGuiColorEditFlags_NoAlpha)
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb);
+        else
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca);
+        if (Selectable(buf))
+            SetClipboardText(buf);
+        EndPopup();
+    }
+
+    g.ColorEditOptions = opts;
+    EndPopup();
+}
+
+static void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, const float* ref_col)
+{
+    bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask);
+    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
+    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup("context"))
+        return;
+    ImGuiContext& g = *GImGui;
+    if (allow_opt_picker)
+    {
+        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
+        ImGui::PushItemWidth(picker_size.x);
+        for (int picker_type = 0; picker_type < 2; picker_type++)
+        {
+            // Draw small/thumbnail version of each picker type (over an invisible button for selection)
+            if (picker_type > 0) ImGui::Separator();
+            ImGui::PushID(picker_type);
+            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha);
+            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
+            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
+            ImVec2 backup_pos = ImGui::GetCursorScreenPos();
+            if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
+                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
+            ImGui::SetCursorScreenPos(backup_pos);
+            ImVec4 dummy_ref_col;
+            memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));
+            ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
+            ImGui::PopID();
+        }
+        ImGui::PopItemWidth();
+    }
+    if (allow_opt_alpha_bar)
+    {
+        if (allow_opt_picker) ImGui::Separator();
+        ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
+    }
+    ImGui::EndPopup();
+}
+
+// Edit colors components (each component in 0.0f..1.0f range). 
+// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
+bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float square_sz = GetFrameHeight();
+    const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
+    const float w_items_all = CalcItemWidth() - w_extra;
+    const char* label_display_end = FindRenderedTextEnd(label);
+
+    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
+    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
+    const int components = alpha ? 4 : 3;
+    const ImGuiColorEditFlags flags_untouched = flags;
+
+    BeginGroup();
+    PushID(label);
+
+    // If we're not showing any slider there's no point in doing any HSV conversions
+    if (flags & ImGuiColorEditFlags_NoInputs)
+        flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions;
+
+    // Context menu: display and modify options (before defaults are applied)
+    if (!(flags & ImGuiColorEditFlags_NoOptions))
+        ColorEditOptionsPopup(col, flags);
+ 
+    // Read stored options
+    if (!(flags & ImGuiColorEditFlags__InputsMask))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask);
+    if (!(flags & ImGuiColorEditFlags__DataTypeMask))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask);
+    if (!(flags & ImGuiColorEditFlags__PickerMask))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);
+    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask));
+
+    // Convert to the formats we need
+    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
+    if (flags & ImGuiColorEditFlags_HSV)
+        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
+    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
+
+    bool value_changed = false;
+    bool value_changed_as_float = false;
+
+    if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
+    {
+        // RGB/HSV 0..255 Sliders
+        const float w_item_one  = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+        const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
+
+        const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
+        const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
+        const char* fmt_table_int[3][4] =
+        {
+            {   "%3.0f",   "%3.0f",   "%3.0f",   "%3.0f" }, // Short display
+            { "R:%3.0f", "G:%3.0f", "B:%3.0f", "A:%3.0f" }, // Long display for RGBA
+            { "H:%3.0f", "S:%3.0f", "V:%3.0f", "A:%3.0f" }  // Long display for HSVA
+        };
+        const char* fmt_table_float[3][4] =
+        {
+            {   "%0.3f",   "%0.3f",   "%0.3f",   "%0.3f" }, // Short display
+            { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
+            { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" }  // Long display for HSVA
+        };
+        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1;
+
+        PushItemWidth(w_item_one);
+        for (int n = 0; n < components; n++)
+        {
+            if (n > 0)
+                SameLine(0, style.ItemInnerSpacing.x);
+            if (n + 1 == components)
+                PushItemWidth(w_item_last);
+            if (flags & ImGuiColorEditFlags_Float)
+                value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
+            else
+                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
+            if (!(flags & ImGuiColorEditFlags_NoOptions))
+                OpenPopupOnItemClick("context");
+        }
+        PopItemWidth();
+        PopItemWidth();
+    }
+    else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
+    {
+        // RGB Hexadecimal Input
+        char buf[64];
+        if (alpha)
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255));
+        else
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255));
+        PushItemWidth(w_items_all);
+        if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
+        {
+            value_changed = true;
+            char* p = buf;
+            while (*p == '#' || ImCharIsSpace((unsigned int)*p))
+                p++;
+            i[0] = i[1] = i[2] = i[3] = 0;
+            if (alpha)
+                sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
+            else
+                sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context");
+        PopItemWidth();
+    }
+
+    ImGuiWindow* picker_active_window = NULL;
+    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
+    {
+        if (!(flags & ImGuiColorEditFlags_NoInputs))
+            SameLine(0, style.ItemInnerSpacing.x);
+
+        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
+        if (ColorButton("##ColorButton", col_v4, flags))
+        {
+            if (!(flags & ImGuiColorEditFlags_NoPicker))
+            {
+                // Store current color and open a picker
+                g.ColorPickerRef = col_v4;
+                OpenPopup("picker");
+                SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y));
+            }
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context");
+        
+        if (BeginPopup("picker"))
+        {
+            picker_active_window = g.CurrentWindow;
+            if (label != label_display_end)
+            {
+                TextUnformatted(label, label_display_end);
+                Separator();
+            }
+            ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
+            ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
+            PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
+            value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
+            PopItemWidth();
+            EndPopup();
+        }
+    }
+
+    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
+    {
+        SameLine(0, style.ItemInnerSpacing.x);
+        TextUnformatted(label, label_display_end);
+    }
+
+    // Convert back
+    if (picker_active_window == NULL)
+    {
+        if (!value_changed_as_float) 
+            for (int n = 0; n < 4; n++)
+                f[n] = i[n] / 255.0f;
+        if (flags & ImGuiColorEditFlags_HSV)
+            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
+        if (value_changed)
+        {
+            col[0] = f[0];
+            col[1] = f[1];
+            col[2] = f[2];
+            if (alpha)
+                col[3] = f[3];
+        }
+    }
+
+    PopID();
+    EndGroup();
+
+    // Drag and Drop Target
+    if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && BeginDragDropTarget()) // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
+    {
+        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
+        {
+            memcpy((float*)col, payload->Data, sizeof(float) * 3);
+            value_changed = true;
+        }
+        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+        {
+            memcpy((float*)col, payload->Data, sizeof(float) * components);
+            value_changed = true;
+        }
+        EndDragDropTarget();
+    }
+
+    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
+    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
+        window->DC.LastItemId = g.ActiveId;
+
+    return value_changed;
+}
+
+bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
+{
+    float col4[4] = { col[0], col[1], col[2], 1.0f };
+    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
+        return false;
+    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
+    return true;
+}
+
+// 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
+static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
+{
+    switch (direction)
+    {
+    case ImGuiDir_Left:  draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
+    case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
+    case ImGuiDir_Up:    draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
+    case ImGuiDir_Down:  draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
+    case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
+    }
+}
+
+static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
+{
+    RenderArrow(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
+    RenderArrow(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32_WHITE);
+    RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left,  IM_COL32_BLACK);
+    RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32_WHITE);
+}
+
+// ColorPicker
+// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) 
+bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    ImDrawList* draw_list = window->DrawList;
+
+    ImGuiStyle& style = g.Style;
+    ImGuiIO& io = g.IO;
+
+    PushID(label);
+    BeginGroup();
+
+    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+        flags |= ImGuiColorEditFlags_NoSmallPreview;
+
+    // Context menu: display and store options.
+    if (!(flags & ImGuiColorEditFlags_NoOptions))
+        ColorPickerOptionsPopup(flags, col);
+
+    // Read stored options
+    if (!(flags & ImGuiColorEditFlags__PickerMask))
+        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; 
+    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected
+    if (!(flags & ImGuiColorEditFlags_NoOptions))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
+
+    // Setup
+    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
+    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
+    ImVec2 picker_pos = window->DC.CursorPos;
+    float square_sz = GetFrameHeight();
+    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
+    float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
+    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
+    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
+    float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);
+
+    float backup_initial_col[4];
+    memcpy(backup_initial_col, col, components * sizeof(float));
+
+    float wheel_thickness = sv_picker_size * 0.08f;
+    float wheel_r_outer = sv_picker_size * 0.50f;
+    float wheel_r_inner = wheel_r_outer - wheel_thickness;
+    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f);
+    
+    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
+    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
+    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
+    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
+    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
+
+    float H,S,V;
+    ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
+
+    bool value_changed = false, value_changed_h = false, value_changed_sv = false;
+
+    PushItemFlag(ImGuiItemFlags_NoNav, true);
+    if (flags & ImGuiColorEditFlags_PickerHueWheel)
+    {
+        // Hue wheel + SV triangle logic
+        InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
+        if (IsItemActive())
+        {
+            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
+            ImVec2 current_off = g.IO.MousePos - wheel_center;
+            float initial_dist2 = ImLengthSqr(initial_off);
+            if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))
+            {
+                // Interactive with Hue wheel
+                H = atan2f(current_off.y, current_off.x) / IM_PI*0.5f;
+                if (H < 0.0f)
+                    H += 1.0f;
+                value_changed = value_changed_h = true;
+            }
+            float cos_hue_angle = cosf(-H * 2.0f * IM_PI);
+            float sin_hue_angle = sinf(-H * 2.0f * IM_PI);
+            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
+            {
+                // Interacting with SV triangle
+                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
+                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
+                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
+                float uu, vv, ww;
+                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
+                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
+                S = ImClamp(uu / V, 0.0001f, 1.0f);
+                value_changed = value_changed_sv = true;
+            }
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context");
+    }
+    else if (flags & ImGuiColorEditFlags_PickerHueBar)
+    {
+        // SV rectangle logic
+        InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
+        if (IsItemActive())
+        {
+            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));
+            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
+            value_changed = value_changed_sv = true;
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context");
+
+        // Hue bar logic
+        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
+        InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
+        if (IsItemActive())
+        {
+            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
+            value_changed = value_changed_h = true;
+        }
+    }
+
+    // Alpha bar logic
+    if (alpha_bar)
+    {
+        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
+        InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
+        if (IsItemActive())
+        {
+            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
+            value_changed = true;
+        }
+    }
+    PopItemFlag(); // ImGuiItemFlags_NoNav
+
+    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+    {
+        SameLine(0, style.ItemInnerSpacing.x);
+        BeginGroup();
+    }
+
+    if (!(flags & ImGuiColorEditFlags_NoLabel))
+    {
+        const char* label_display_end = FindRenderedTextEnd(label);
+        if (label != label_display_end)
+        {
+            if ((flags & ImGuiColorEditFlags_NoSidePreview))
+                SameLine(0, style.ItemInnerSpacing.x);
+            TextUnformatted(label, label_display_end);
+        }
+    }
+
+    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+    {
+        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
+        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+        if ((flags & ImGuiColorEditFlags_NoLabel))
+            Text("Current");
+        ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2));
+        if (ref_col != NULL)
+        {
+            Text("Original");
+            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
+            if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)))
+            {
+                memcpy(col, ref_col, components * sizeof(float));
+                value_changed = true;
+            }
+        }
+        PopItemFlag();
+        EndGroup();
+    }
+
+    // Convert back color to RGB
+    if (value_changed_h || value_changed_sv)
+        ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
+
+    // R,G,B and H,S,V slider color editor
+    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
+    {
+        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
+        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
+        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
+        if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0)
+            value_changed |= ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB);
+        if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0)
+            value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV);
+        if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0)
+            value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX);
+        PopItemWidth();
+    }
+
+    // Try to cancel hue wrap (after ColorEdit), if any
+    if (value_changed)
+    {
+        float new_H, new_S, new_V;
+        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
+        if (new_H <= 0 && H > 0) 
+        {
+            if (new_V <= 0 && V != new_V)
+                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
+            else if (new_S <= 0)
+                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
+        }
+    }
+
+    ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
+    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
+    ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f));
+
+    const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
+    ImVec2 sv_cursor_pos;
+    
+    if (flags & ImGuiColorEditFlags_PickerHueWheel)
+    {
+        // Render Hue Wheel
+        const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
+        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
+        for (int n = 0; n < 6; n++)
+        {
+            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;
+            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
+            const int vert_start_idx = draw_list->VtxBuffer.Size;
+            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
+            draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
+            const int vert_end_idx = draw_list->VtxBuffer.Size;
+
+            // Paint colors over existing vertices
+            ImVec2 gradient_p0(wheel_center.x + cosf(a0) * wheel_r_inner, wheel_center.y + sinf(a0) * wheel_r_inner);
+            ImVec2 gradient_p1(wheel_center.x + cosf(a1) * wheel_r_inner, wheel_center.y + sinf(a1) * wheel_r_inner);
+            ShadeVertsLinearColorGradientKeepAlpha(draw_list->VtxBuffer.Data + vert_start_idx, draw_list->VtxBuffer.Data + vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
+        }
+
+        // Render Cursor + preview on Hue Wheel
+        float cos_hue_angle = cosf(H * 2.0f * IM_PI);
+        float sin_hue_angle = sinf(H * 2.0f * IM_PI);
+        ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f);
+        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
+        int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
+        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
+        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);
+        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);
+
+        // Render SV triangle (rotated according to hue)
+        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
+        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
+        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
+        ImVec2 uv_white = GetFontTexUvWhitePixel();
+        draw_list->PrimReserve(6, 6);
+        draw_list->PrimVtx(tra, uv_white, hue_color32);
+        draw_list->PrimVtx(trb, uv_white, hue_color32);
+        draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
+        draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
+        draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
+        draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
+        draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);
+        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
+    }
+    else if (flags & ImGuiColorEditFlags_PickerHueBar)
+    {
+        // Render SV Square
+        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
+        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
+        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
+        sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S)     * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
+        sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
+
+        // Render Hue Bar
+        for (int i = 0; i < 6; ++i)
+            draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
+        float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
+        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
+        RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
+    }
+
+    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
+    float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
+    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
+    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
+    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
+
+    // Render alpha bar
+    if (alpha_bar)
+    {
+        float alpha = ImSaturate(col[3]);
+        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
+        RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
+        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
+        float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
+        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
+        RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
+    }
+
+    EndGroup();
+    PopID();
+
+    return value_changed && memcmp(backup_initial_col, col, components * sizeof(float));
+}
+
+// Horizontal separating line.
+void ImGui::Separator()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ImGuiContext& g = *GImGui;
+
+    ImGuiSeparatorFlags flags = 0;
+    if ((flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)) == 0)
+        flags |= (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
+    IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))));   // Check that only 1 option is selected
+    if (flags & ImGuiSeparatorFlags_Vertical)
+    {
+        VerticalSeparator();
+        return;
+    }
+
+    // Horizontal Separator
+    if (window->DC.ColumnsSet)
+        PopClipRect();
+
+    float x1 = window->Pos.x;
+    float x2 = window->Pos.x + window->Size.x;
+    if (!window->DC.GroupStack.empty())
+        x1 += window->DC.IndentX;
+
+    const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f));
+    ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout.
+    if (!ItemAdd(bb, 0))
+    {
+        if (window->DC.ColumnsSet)
+            PushColumnClipRect();
+        return;
+    }
+
+    window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator));
+
+    if (g.LogEnabled)
+            LogRenderedText(NULL, IM_NEWLINE "--------------------------------");
+
+    if (window->DC.ColumnsSet)
+    {
+        PushColumnClipRect();
+        window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;
+    }
+}
+
+void ImGui::VerticalSeparator()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ImGuiContext& g = *GImGui;
+
+    float y1 = window->DC.CursorPos.y;
+    float y2 = window->DC.CursorPos.y + window->DC.CurrentLineHeight; 
+    const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2));
+    ItemSize(ImVec2(bb.GetWidth(), 0.0f));
+    if (!ItemAdd(bb, 0))
+        return;
+
+    window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator));
+    if (g.LogEnabled)
+        LogText(" |");
+}
+
+bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
+    window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
+    bool item_add = ItemAdd(bb, id);
+    window->DC.ItemFlags = item_flags_backup;
+    if (!item_add)
+        return false;
+
+    bool hovered, held;
+    ImRect bb_interact = bb;
+    bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
+    ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);
+    if (g.ActiveId != id)
+        SetItemAllowOverlap();
+
+    if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id))
+        SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
+
+    ImRect bb_render = bb;
+    if (held)
+    {
+        ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;
+        float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;
+
+        // Minimum pane size
+        if (mouse_delta < min_size1 - *size1)
+            mouse_delta = min_size1 - *size1;
+        if (mouse_delta > *size2 - min_size2)
+            mouse_delta = *size2 - min_size2;
+
+        // Apply resize
+        *size1 += mouse_delta;
+        *size2 -= mouse_delta;
+        bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
+    }
+
+    // Render
+    const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
+    window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding);
+
+    return held;
+}
+
+void ImGui::Spacing()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ItemSize(ImVec2(0,0));
+}
+
+void ImGui::Dummy(const ImVec2& size)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(bb);
+    ItemAdd(bb, 0);
+}
+
+bool ImGui::IsRectVisible(const ImVec2& size)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+}
+
+bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
+}
+
+// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+void ImGui::BeginGroup()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
+    ImGuiGroupData& group_data = window->DC.GroupStack.back();
+    group_data.BackupCursorPos = window->DC.CursorPos;
+    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
+    group_data.BackupIndentX = window->DC.IndentX;
+    group_data.BackupGroupOffsetX = window->DC.GroupOffsetX;
+    group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
+    group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
+    group_data.BackupLogLinePosY = window->DC.LogLinePosY;
+    group_data.BackupActiveIdIsAlive = GImGui->ActiveIdIsAlive;
+    group_data.AdvanceCursor = true;
+
+    window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
+    window->DC.IndentX = window->DC.GroupOffsetX;
+    window->DC.CursorMaxPos = window->DC.CursorPos;
+    window->DC.CurrentLineHeight = 0.0f;
+    window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+}
+
+void ImGui::EndGroup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    IM_ASSERT(!window->DC.GroupStack.empty());    // Mismatched BeginGroup()/EndGroup() calls
+
+    ImGuiGroupData& group_data = window->DC.GroupStack.back();
+
+    ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
+    group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
+
+    window->DC.CursorPos = group_data.BackupCursorPos;
+    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
+    window->DC.CurrentLineHeight = group_data.BackupCurrentLineHeight;
+    window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
+    window->DC.IndentX = group_data.BackupIndentX;
+    window->DC.GroupOffsetX = group_data.BackupGroupOffsetX;
+    window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+
+    if (group_data.AdvanceCursor)
+    {
+        window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
+        ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);
+        ItemAdd(group_bb, 0);
+    }
+
+    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will be functional on the entire group.
+    // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
+    const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);
+    if (active_id_within_group)
+        window->DC.LastItemId = g.ActiveId;
+    window->DC.LastItemRect = group_bb;
+
+    window->DC.GroupStack.pop_back();
+
+    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
+}
+
+// Gets back to previous line and continue with horizontal layout
+//      pos_x == 0      : follow right after previous item
+//      pos_x != 0      : align to specified x position (relative to window/group left)
+//      spacing_w < 0   : use default spacing if pos_x == 0, no spacing if pos_x != 0
+//      spacing_w >= 0  : enforce spacing amount
+void ImGui::SameLine(float pos_x, float spacing_w)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    if (pos_x != 0.0f)
+    {
+        if (spacing_w < 0.0f) spacing_w = 0.0f;
+        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffsetX + window->DC.ColumnsOffsetX;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    else
+    {
+        if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
+        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
+    window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+}
+
+void ImGui::NewLine()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
+    window->DC.LayoutType = ImGuiLayoutType_Vertical;
+    if (window->DC.CurrentLineHeight > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
+        ItemSize(ImVec2(0,0));
+    else
+        ItemSize(ImVec2(0.0f, g.FontSize));
+    window->DC.LayoutType = backup_layout_type;
+}
+
+void ImGui::NextColumn()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems || window->DC.ColumnsSet == NULL)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    PopItemWidth();
+    PopClipRect();
+
+    ImGuiColumnsSet* columns = window->DC.ColumnsSet;
+    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+    if (++columns->Current < columns->Count)
+    {
+        // Columns 1+ cancel out IndentX
+        window->DC.ColumnsOffsetX = GetColumnOffset(columns->Current) - window->DC.IndentX + g.Style.ItemSpacing.x;
+        window->DrawList->ChannelsSetCurrent(columns->Current);
+    }
+    else
+    {
+        window->DC.ColumnsOffsetX = 0.0f;
+        window->DrawList->ChannelsSetCurrent(0);
+        columns->Current = 0;
+        columns->LineMinY = columns->LineMaxY;
+    }
+    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+    window->DC.CursorPos.y = columns->LineMinY;
+    window->DC.CurrentLineHeight = 0.0f;
+    window->DC.CurrentLineTextBaseOffset = 0.0f;
+
+    PushColumnClipRect();
+    PushItemWidth(GetColumnWidth() * 0.65f);  // FIXME: Move on columns setup
+}
+
+int ImGui::GetColumnIndex()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0;
+}
+
+int ImGui::GetColumnsCount()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1;
+}
+
+static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm)
+{
+    return offset_norm * (columns->MaxX - columns->MinX);
+}
+
+static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset)
+{
+    return offset / (columns->MaxX - columns->MinX);
+}
+
+static inline float GetColumnsRectHalfWidth() { return 4.0f; }
+
+static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
+{
+    // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
+    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
+    IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
+
+    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x;
+    x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
+    if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
+        x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
+
+    return x;
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiColumnsSet* columns = window->DC.ColumnsSet;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    IM_ASSERT(column_index < columns->Columns.Size);
+
+    const float t = columns->Columns[column_index].OffsetNorm;
+    const float x_offset = ImLerp(columns->MinX, columns->MaxX, t);
+    return x_offset;
+}
+
+static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false)
+{
+    if (column_index < 0)
+        column_index = columns->Current;
+
+    float offset_norm;
+    if (before_resize)
+        offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
+    else
+        offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
+    return OffsetNormToPixels(columns, offset_norm);
+}
+
+float ImGui::GetColumnWidth(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiColumnsSet* columns = window->DC.ColumnsSet;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
+}
+
+void ImGui::SetColumnOffset(int column_index, float offset)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiColumnsSet* columns = window->DC.ColumnsSet;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    IM_ASSERT(column_index < columns->Columns.Size);
+
+    const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
+    const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
+
+    if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
+        offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
+    columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX);
+
+    if (preserve_width)
+        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
+}
+
+void ImGui::SetColumnWidth(int column_index, float width)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiColumnsSet* columns = window->DC.ColumnsSet;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
+}
+
+void ImGui::PushColumnClipRect(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiColumnsSet* columns = window->DC.ColumnsSet;
+    if (column_index < 0)
+        column_index = columns->Current;
+
+    PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false);
+}
+
+static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id)
+{
+    for (int n = 0; n < window->ColumnsStorage.Size; n++)
+        if (window->ColumnsStorage[n].ID == id)
+            return &window->ColumnsStorage[n];
+
+    window->ColumnsStorage.push_back(ImGuiColumnsSet());
+    ImGuiColumnsSet* columns = &window->ColumnsStorage.back();
+    columns->ID = id;
+    return columns;
+}
+
+void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    IM_ASSERT(columns_count > 1);
+    IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported
+
+    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
+    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
+    PushID(0x11223347 + (str_id ? 0 : columns_count));
+    ImGuiID id = window->GetID(str_id ? str_id : "columns");
+    PopID();
+
+    // Acquire storage for the columns set
+    ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
+    IM_ASSERT(columns->ID == id);
+    columns->Current = 0;
+    columns->Count = columns_count;
+    columns->Flags = flags;
+    window->DC.ColumnsSet = columns;
+
+    // Set state for first column
+    const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x);
+    columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
+    columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f);
+    columns->StartPosY = window->DC.CursorPos.y;
+    columns->StartMaxPosX = window->DC.CursorMaxPos.x;
+    columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
+    window->DC.ColumnsOffsetX = 0.0f;
+    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+
+    // Clear data if columns count changed
+    if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
+        columns->Columns.resize(0);
+
+    // Initialize defaults
+    columns->IsFirstFrame = (columns->Columns.Size == 0);
+    if (columns->Columns.Size == 0)
+    {
+        columns->Columns.reserve(columns_count + 1);
+        for (int n = 0; n < columns_count + 1; n++)
+        {
+            ImGuiColumnData column;
+            column.OffsetNorm = n / (float)columns_count;
+            columns->Columns.push_back(column);
+        }
+    }
+
+    for (int n = 0; n < columns_count; n++)
+    {
+        // Compute clipping rectangle
+        ImGuiColumnData* column = &columns->Columns[n];
+        float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f);
+        float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
+        column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
+        column->ClipRect.ClipWith(window->ClipRect);
+    }
+
+    window->DrawList->ChannelsSplit(columns->Count);
+    PushColumnClipRect();
+    PushItemWidth(GetColumnWidth() * 0.65f);
+}
+
+void ImGui::EndColumns()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    ImGuiColumnsSet* columns = window->DC.ColumnsSet;
+    IM_ASSERT(columns != NULL);
+
+    PopItemWidth();
+    PopClipRect();
+    window->DrawList->ChannelsMerge();
+
+    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+    window->DC.CursorPos.y = columns->LineMaxY;
+    if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize))
+        window->DC.CursorMaxPos.x = ImMax(columns->StartMaxPosX, columns->MaxX);  // Restore cursor max pos, as columns don't grow parent
+
+    // Draw columns borders and handle resize
+    bool is_being_resized = false;
+    if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
+    {
+        const float y1 = columns->StartPosY;
+        const float y2 = window->DC.CursorPos.y;
+        int dragging_column = -1;
+        for (int n = 1; n < columns->Count; n++)
+        {
+            float x = window->Pos.x + GetColumnOffset(n);
+            const ImGuiID column_id = columns->ID + ImGuiID(n);
+            const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction
+            const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
+            KeepAliveID(column_id);
+            if (IsClippedEx(column_rect, column_id, false))
+                continue;
+            
+            bool hovered = false, held = false;
+            if (!(columns->Flags & ImGuiColumnsFlags_NoResize))
+            {
+                ButtonBehavior(column_rect, column_id, &hovered, &held);
+                if (hovered || held)
+                    g.MouseCursor = ImGuiMouseCursor_ResizeEW;
+                if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize))
+                    dragging_column = n;
+            }
+
+            // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
+            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
+            const float xi = (float)(int)x;
+            window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
+        }
+
+        // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
+        if (dragging_column != -1)
+        {
+            if (!columns->IsBeingResized)
+                for (int n = 0; n < columns->Count + 1; n++)
+                    columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
+            columns->IsBeingResized = is_being_resized = true;
+            float x = GetDraggedColumnOffset(columns, dragging_column);
+            SetColumnOffset(dragging_column, x);
+        }
+    }
+    columns->IsBeingResized = is_being_resized;
+
+    window->DC.ColumnsSet = NULL;
+    window->DC.ColumnsOffsetX = 0.0f;
+    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+}
+
+// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
+void ImGui::Columns(int columns_count, const char* id, bool border)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    IM_ASSERT(columns_count >= 1);
+
+    ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
+    //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
+    if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags)
+        return;
+
+    if (window->DC.ColumnsSet != NULL)
+        EndColumns();
+    
+    if (columns_count != 1)
+        BeginColumns(id, columns_count, flags);
+}
+
+void ImGui::Indent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.IndentX += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
+}
+
+void ImGui::Unindent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.IndentX -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
+}
+
+void ImGui::TreePush(const char* str_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    PushID(str_id ? str_id : "#TreePush");
+}
+
+void ImGui::TreePush(const void* ptr_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
+}
+
+void ImGui::TreePushRawID(ImGuiID id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    window->IDStack.push_back(id);
+}
+
+void ImGui::TreePop()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    Unindent();
+
+    window->DC.TreeDepth--;
+    if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
+        if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth)))
+        {
+            SetNavID(window->IDStack.back(), g.NavLayer);
+            NavMoveRequestCancel();
+        }
+    window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1;
+
+    PopID();
+}
+
+void ImGui::Value(const char* prefix, bool b)
+{
+    Text("%s: %s", prefix, (b ? "true" : "false"));
+}
+
+void ImGui::Value(const char* prefix, int v)
+{
+    Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, unsigned int v)
+{
+    Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, float v, const char* float_format)
+{
+    if (float_format)
+    {
+        char fmt[64];
+        ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
+        Text(fmt, prefix, v);
+    }
+    else
+    {
+        Text("%s: %.3f", prefix, v);
+    }
+}
+
+//-----------------------------------------------------------------------------
+// DRAG AND DROP
+//-----------------------------------------------------------------------------
+
+void ImGui::ClearDragDrop()
+{
+    ImGuiContext& g = *GImGui;
+    g.DragDropActive = false;
+    g.DragDropPayload.Clear();
+    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+    g.DragDropAcceptFrameCount = -1;
+}
+
+// Call when current ID is active. 
+// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
+bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    bool source_drag_active = false;
+    ImGuiID source_id = 0;
+    ImGuiID source_parent_id = 0;
+    int mouse_button = 0;
+    if (!(flags & ImGuiDragDropFlags_SourceExtern))
+    {
+        source_id = window->DC.LastItemId;
+        if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
+            return false;
+        if (g.IO.MouseDown[mouse_button] == false)
+            return false;
+
+        if (source_id == 0)
+        {
+            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
+            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
+            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
+            {
+                IM_ASSERT(0);
+                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;
+        }
+        if (g.ActiveId != source_id)
+            return false;
+        source_parent_id = window->IDStack.back();
+        source_drag_active = IsMouseDragging(mouse_button);
+    }
+    else
+    {
+        window = NULL;
+        source_id = ImHash("#SourceExtern", 0);
+        source_drag_active = true;
+    }
+
+    if (source_drag_active)
+    {
+        if (!g.DragDropActive)
+        {
+            IM_ASSERT(source_id != 0);
+            ClearDragDrop();
+            ImGuiPayload& payload = g.DragDropPayload;
+            payload.SourceId = source_id;
+            payload.SourceParentId = source_parent_id;
+            g.DragDropActive = true;
+            g.DragDropSourceFlags = flags;
+            g.DragDropMouseButton = mouse_button;
+        }
+
+        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+        {
+            // FIXME-DRAG
+            //SetNextWindowPos(g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding);
+            //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This is better but e.g ColorButton with checkboard has issue with transparent colors :(
+            SetNextWindowPos(g.IO.MousePos);
+            PushStyleColor(ImGuiCol_PopupBg, GetStyleColorVec4(ImGuiCol_PopupBg) * ImVec4(1.0f, 1.0f, 1.0f, 0.6f));
+            BeginTooltip();
+        }
+
+        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
+            window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
+
+        return true;
+    }
+    return false;
+}
+
+void ImGui::EndDragDropSource()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.DragDropActive);
+
+    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+    {
+        EndTooltip();
+        PopStyleColor();
+        //PopStyleVar();
+    }
+
+    // Discard the drag if have not called SetDragDropPayload()
+    if (g.DragDropPayload.DataFrameCount == -1)
+        ClearDragDrop();
+}
+
+// Use 'cond' to choose to submit payload on drag start or every frame
+bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiPayload& payload = g.DragDropPayload;
+    if (cond == 0)
+        cond = ImGuiCond_Always;
+
+    IM_ASSERT(type != NULL);
+    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
+    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
+    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
+    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
+
+    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
+    {
+        // Copy payload
+        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
+        g.DragDropPayloadBufHeap.resize(0);
+        if (data_size > sizeof(g.DragDropPayloadBufLocal))
+        {
+            // Store in heap
+            g.DragDropPayloadBufHeap.resize((int)data_size);
+            payload.Data = g.DragDropPayloadBufHeap.Data;
+            memcpy((void*)(intptr_t)payload.Data, data, data_size);
+        }
+        else if (data_size > 0)
+        {
+            // Store locally
+            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+            payload.Data = g.DragDropPayloadBufLocal;
+            memcpy((void*)(intptr_t)payload.Data, data, data_size);
+        }
+        else
+        {
+            payload.Data = NULL;
+        }
+        payload.DataSize = (int)data_size;
+    }
+    payload.DataFrameCount = g.FrameCount;
+
+    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
+}
+
+bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.DragDropActive)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
+        return false;
+    IM_ASSERT(id != 0);
+    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
+        return false;
+
+    g.DragDropTargetRect = bb;
+    g.DragDropTargetId = id;
+    return true;
+}
+
+// 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 ImGui::BeginDragDropTarget()
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.DragDropActive)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
+        return false;
+    if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
+        return false;
+
+    const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
+    ImGuiID id = window->DC.LastItemId;
+    if (id == 0)
+        id = window->GetIDFromRectangle(display_rect);
+    if (g.DragDropPayload.SourceId == id)
+        return false;
+
+    g.DragDropTargetRect = display_rect;
+    g.DragDropTargetId = id;
+    return true;
+}
+
+bool ImGui::IsDragDropPayloadBeingAccepted()
+{
+    ImGuiContext& g = *GImGui;
+    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
+}
+
+const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiPayload& payload = g.DragDropPayload;
+    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
+    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ? 
+    if (type != NULL && !payload.IsDataType(type))
+        return NULL;
+
+    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
+    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
+    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
+    ImRect r = g.DragDropTargetRect;
+    float r_surface = r.GetWidth() * r.GetHeight();
+    if (r_surface < g.DragDropAcceptIdCurrRectSurface)
+    {
+        g.DragDropAcceptIdCurr = g.DragDropTargetId;
+        g.DragDropAcceptIdCurrRectSurface = r_surface;
+    }
+
+    // Render default drop visuals
+    payload.Preview = was_accepted_previously;
+    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
+    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
+    {
+        // FIXME-DRAG: Settle on a proper default visuals for drop target.
+        r.Expand(3.5f);
+        bool push_clip_rect = !window->ClipRect.Contains(r);
+        if (push_clip_rect) window->DrawList->PushClipRectFullScreen();
+        window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
+        if (push_clip_rect) window->DrawList->PopClipRect();
+    }
+
+    g.DragDropAcceptFrameCount = g.FrameCount;
+    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
+    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
+        return NULL;
+
+    return &payload;
+}
+
+// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
+void ImGui::EndDragDropTarget()
+{
+    ImGuiContext& g = *GImGui; (void)g;
+    IM_ASSERT(g.DragDropActive);
+}
+
+//-----------------------------------------------------------------------------
+// PLATFORM DEPENDENT HELPERS
+//-----------------------------------------------------------------------------
+
+#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
+#undef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#ifndef __MINGW32__
+#include <Windows.h>
+#else
+#include <windows.h>
+#endif
+#endif
+
+// Win32 API clipboard implementation
+#if defined(_WIN32) && !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();
+    SetClipboardData(CF_UNICODETEXT, 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);
+        }
+}
+
+#else
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
+
+#endif
+
+//-----------------------------------------------------------------------------
+// HELP
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowMetricsWindow(bool* p_open)
+{
+    if (ImGui::Begin("ImGui Metrics", p_open))
+    {
+        ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
+        ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount);
+        static bool show_clip_rects = true;
+        ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_clip_rects);
+        ImGui::Separator();
+
+        struct Funcs
+        {
+            static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
+            {
+                bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
+                if (draw_list == ImGui::GetWindowDrawList())
+                {
+                    ImGui::SameLine();
+                    ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+                    if (node_open) ImGui::TreePop();
+                    return;
+                }
+
+                ImDrawList* overlay_draw_list = ImGui::GetOverlayDrawList(); // Render additional visuals into the top-most draw list
+                if (window && ImGui::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)
+                    {
+                        ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+                        continue;
+                    }
+                    ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+                    bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+                    if (show_clip_rects && ImGui::IsItemHovered())
+                    {
+                        ImRect clip_rect = pcmd->ClipRect;
+                        ImRect vtxs_rect;
+                        for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
+                            vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
+                        clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
+                        vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
+                    }
+                    if (!pcmd_node_open)
+                        continue;
+
+                    // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
+                    ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
+                    while (clipper.Step())
+                        for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
+                        {
+                            char buf[300];
+                            char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
+                            ImVec2 triangles_pos[3];
+                            for (int n = 0; n < 3; n++, vtx_i++)
+                            {
+                                ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
+                                triangles_pos[n] = v.pos;
+                                buf_p += ImFormatString(buf_p, (int)(buf_end - buf_p), "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "vtx" : "   ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
+                            }
+                            ImGui::Selectable(buf, false);
+                            if (ImGui::IsItemHovered())
+                            {
+                                ImDrawListFlags backup_flags = overlay_draw_list->Flags;
+                                overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
+                                overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
+                                overlay_draw_list->Flags = backup_flags;
+                            }
+                        }
+                    ImGui::TreePop();
+                }
+                ImGui::TreePop();
+            }
+
+            static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
+            {
+                if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
+                    return;
+                for (int i = 0; i < windows.Size; i++)
+                    Funcs::NodeWindow(windows[i], "Window");
+                ImGui::TreePop();
+            }
+
+            static void NodeWindow(ImGuiWindow* window, const char* label)
+            {
+                if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
+                    return;
+                ImGuiWindowFlags flags = window->Flags;
+                NodeDrawList(window, window->DrawList, "DrawList");
+                ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
+                ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags, 
+                    (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip)   ? "Tooltip "   : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
+                    (flags & ImGuiWindowFlags_Modal)       ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "");
+                ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
+                ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active, window->WriteAccessed);
+                ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
+                ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+                if (window->NavRectRel[0].IsInverted())
+                    ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
+                else
+                    ImGui::BulletText("NavRectRel[0]: <None>");
+                if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
+                if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
+                if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
+                {
+                    for (int n = 0; n < window->ColumnsStorage.Size; n++)
+                    {
+                        const ImGuiColumnsSet* columns = &window->ColumnsStorage[n];
+                        if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
+                        {
+                            ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX);
+                            for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
+                                ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm));
+                            ImGui::TreePop();
+                        }
+                    }
+                    ImGui::TreePop();
+                }
+                ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
+                ImGui::TreePop();
+            }
+        };
+
+        // Access private state, we are going to display the draw lists from last frame
+        ImGuiContext& g = *GImGui;
+        Funcs::NodeWindows(g.Windows, "Windows");
+        if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
+        {
+            for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
+                Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
+            ImGui::TreePop();
+        }
+        if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))
+        {
+            for (int i = 0; i < g.OpenPopupStack.Size; i++)
+            {
+                ImGuiWindow* window = g.OpenPopupStack[i].Window;
+                ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
+            }
+            ImGui::TreePop();
+        }
+        if (ImGui::TreeNode("Internal state"))
+        {
+            const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
+            ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+            ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
+            ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
+            ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), ActiveIdSource: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, input_source_names[g.ActiveIdSource]);
+            ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
+            ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+            ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
+            ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+            ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
+            ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
+            ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
+            ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
+            ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+            ImGui::TreePop();
+        }
+    }
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+
+// 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
+
+//-----------------------------------------------------------------------------
diff --git a/source/imgui/imgui.h b/source/imgui/imgui.h
new file mode 100644
index 0000000000000000000000000000000000000000..d1174bd300e00d58bd3f9942a28d8f32d34ab11a
--- /dev/null
+++ b/source/imgui/imgui.h
@@ -0,0 +1,1848 @@
+// dear imgui, v1.60
+// (headers)
+
+// See imgui.cpp file for documentation.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
+// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+
+#pragma once
+
+// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to set your own filename)
+#ifdef IMGUI_USER_CONFIG
+#include IMGUI_USER_CONFIG
+#endif
+#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
+#include "imconfig.h"
+#endif
+
+#include <float.h>          // FLT_MAX
+#include <stdarg.h>         // va_list
+#include <stddef.h>         // ptrdiff_t, NULL
+#include <string.h>         // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
+
+#define IMGUI_VERSION       "1.60"
+
+// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
+#ifndef IMGUI_API
+#define IMGUI_API
+#endif
+
+// Define assertion handler.
+#ifndef IM_ASSERT
+#include <assert.h>
+#define IM_ASSERT(_EXPR)    assert(_EXPR)
+#endif
+
+// Helpers
+#if defined(__clang__) || defined(__GNUC__)
+#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
+#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
+#else
+#define IM_FMTARGS(FMT)
+#define IM_FMTLIST(FMT)
+#endif
+#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR)/sizeof(*_ARR)))         // Size of a static C-style array. Don't use on pointers!
+#define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
+
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#endif
+
+// Forward declarations
+struct ImDrawChannel;               // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
+struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
+struct ImDrawData;                  // All draw command lists required to render the frame
+struct ImDrawList;                  // A single draw command list (generally one per window)
+struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
+struct ImDrawVert;                  // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
+struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
+struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
+struct ImFontConfig;                // Configuration data when adding a font or merging fonts
+struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4
+struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
+struct ImGuiOnceUponAFrame;         // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
+struct ImGuiStorage;                // Simple custom key value storage
+struct ImGuiStyle;                  // Runtime data for styling/colors
+struct ImGuiTextFilter;             // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+struct ImGuiTextBuffer;             // Text buffer for logging/accumulating text
+struct ImGuiTextEditCallbackData;   // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
+struct ImGuiSizeCallbackData;       // Structure used to constraint window size in custom ways when using custom ImGuiSizeCallback (rare/advanced use)
+struct ImGuiListClipper;            // Helper to manually clip large list of items
+struct ImGuiPayload;                // User data payload for drag and drop operations
+struct ImGuiContext;                // ImGui context (opaque)
+
+#ifndef ImTextureID
+typedef void* ImTextureID;          // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
+#endif
+
+// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
+typedef unsigned int ImU32;         // 32-bit unsigned integer (typically used to store packed colors)
+typedef unsigned int ImGuiID;       // Unique ID used by widgets (typically hashed from a stack of string)
+typedef unsigned short ImWchar;     // Character for keyboard input/display
+typedef int ImGuiCol;               // enum: a color identifier for styling     // enum ImGuiCol_
+typedef int ImGuiDir;               // enum: a cardinal direction               // enum ImGuiDir_
+typedef int ImGuiCond;              // enum: a condition for Set*()             // enum ImGuiCond_
+typedef int ImGuiKey;               // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
+typedef int ImGuiNavInput;          // enum: an input identifier for navigation // enum ImGuiNavInput_
+typedef int ImGuiMouseCursor;       // enum: a mouse cursor identifier          // enum ImGuiMouseCursor_
+typedef int ImGuiStyleVar;          // enum: a variable identifier for styling  // enum ImGuiStyleVar_
+typedef int ImDrawCornerFlags;      // flags: for ImDrawList::AddRect*() etc.   // enum ImDrawCornerFlags_
+typedef int ImDrawListFlags;        // flags: for ImDrawList                    // enum ImDrawListFlags_
+typedef int ImFontAtlasFlags;       // flags: for ImFontAtlas                   // enum ImFontAtlasFlags_
+typedef int ImGuiBackendFlags;      // flags: for io.BackendFlags               // enum ImGuiBackendFlags_
+typedef int ImGuiColorEditFlags;    // flags: for ColorEdit*(), ColorPicker*()  // enum ImGuiColorEditFlags_
+typedef int ImGuiColumnsFlags;      // flags: for *Columns*()                   // enum ImGuiColumnsFlags_
+typedef int ImGuiConfigFlags;       // flags: for io.ConfigFlags                // enum ImGuiConfigFlags_
+typedef int ImGuiDragDropFlags;     // flags: for *DragDrop*()                  // enum ImGuiDragDropFlags_
+typedef int ImGuiComboFlags;        // flags: for BeginCombo()                  // enum ImGuiComboFlags_
+typedef int ImGuiFocusedFlags;      // flags: for IsWindowFocused()             // enum ImGuiFocusedFlags_
+typedef int ImGuiHoveredFlags;      // flags: for IsItemHovered() etc.          // enum ImGuiHoveredFlags_
+typedef int ImGuiInputTextFlags;    // flags: for InputText*()                  // enum ImGuiInputTextFlags_
+typedef int ImGuiSelectableFlags;   // flags: for Selectable()                  // enum ImGuiSelectableFlags_
+typedef int ImGuiTreeNodeFlags;     // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
+typedef int ImGuiWindowFlags;       // flags: for Begin*()                      // enum ImGuiWindowFlags_
+typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
+typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
+#if defined(_MSC_VER) && !defined(__clang__)
+typedef unsigned __int64 ImU64;     // 64-bit unsigned integer
+#else
+typedef unsigned long long ImU64;   // 64-bit unsigned integer
+#endif 
+
+struct ImVec2
+{
+    float x, y;
+    ImVec2() { x = y = 0.0f; }
+    ImVec2(float _x, float _y) { x = _x; y = _y; }
+    float  operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
+#ifdef IM_VEC2_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
+    IM_VEC2_CLASS_EXTRA
+#endif
+};
+
+struct ImVec4
+{
+    float x, y, z, w;
+    ImVec4() { x = y = z = w = 0.0f; }
+    ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
+#ifdef IM_VEC4_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
+    IM_VEC4_CLASS_EXTRA
+#endif
+};
+
+// ImGui end-user API
+// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
+namespace ImGui
+{
+    // Context creation and access 
+    // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
+    // All those functions are not reliant on the current context.
+    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
+    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
+    IMGUI_API ImGuiContext* GetCurrentContext();
+    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
+
+    // Main
+    IMGUI_API ImGuiIO&      GetIO();
+    IMGUI_API ImGuiStyle&   GetStyle();
+    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
+    IMGUI_API void          Render();                                   // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
+    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
+    IMGUI_API void          EndFrame();                                 // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
+
+    // Demo, Debug, Information
+    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
+    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
+    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
+    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
+    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
+    IMGUI_API const char*   GetVersion();                               // get a version string e.g. "1.23"
+
+    // Styles
+    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
+    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
+    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
+
+    // Windows
+    // (Begin = push window to the stack and start appending to it. End = pop window from the stack. You may append multiple times to the same window during the same frame)
+    // Begin()/BeginChild() return false to indicate the window being collapsed or fully clipped, so you may early out and omit submitting anything to the window.
+    // However you need to always call a matching End()/EndChild() for a Begin()/BeginChild() call, regardless of its return value (this is due to legacy reason and is inconsistent with BeginMenu/EndMenu, BeginPopup/EndPopup and other functions where the End call should only be called if the corresponding Begin function returned true.)
+    // Passing 'bool* p_open != NULL' shows a close widget in the upper-right corner of the window, which when clicking will set the boolean to false.
+    // Use child windows to introduce independent scrolling/clipping regions within a host window. Child windows can embed their own child.
+    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
+    IMGUI_API void          End();
+    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // Begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
+    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
+    IMGUI_API void          EndChild();
+
+    // Windows Utilities
+    IMGUI_API bool          IsWindowAppearing();
+    IMGUI_API bool          IsWindowCollapsed();
+    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
+    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
+    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the window, to append your own drawing primitives
+    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
+    IMGUI_API ImVec2        GetWindowSize();                            // get current window size
+    IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
+    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
+    IMGUI_API ImVec2        GetContentRegionMax();                      // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
+    IMGUI_API ImVec2        GetContentRegionAvail();                    // == GetContentRegionMax() - GetCursorPos()
+    IMGUI_API float         GetContentRegionAvailWidth();               //
+    IMGUI_API ImVec2        GetWindowContentRegionMin();                // content boundaries min (roughly (0,0)-Scroll), in window coordinates
+    IMGUI_API ImVec2        GetWindowContentRegionMax();                // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
+    IMGUI_API float         GetWindowContentRegionWidth();              //
+
+    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
+    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);                  // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
+    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
+    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
+    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
+    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / front-most. call before Begin()
+    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.
+    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                        // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
+    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.    
+    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
+    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
+    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
+    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
+    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
+    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
+    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / front-most. use NULL to remove focus.
+
+    // Windows Scrolling
+    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0..GetScrollMaxX()]
+    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0..GetScrollMaxY()]
+    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
+    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
+    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0..GetScrollMaxX()]
+    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0..GetScrollMaxY()]
+    IMGUI_API void          SetScrollHere(float center_y_ratio = 0.5f);                     // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
+    IMGUI_API void          SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f);    // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
+
+    // Parameters stacks (shared)
+    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
+    IMGUI_API void          PopFont();
+    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
+    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
+    IMGUI_API void          PopStyleColor(int count = 1);
+    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
+    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
+    IMGUI_API void          PopStyleVar(int count = 1);
+    IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color with style alpha baked in.
+    IMGUI_API ImFont*       GetFont();                                                      // get current font
+    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
+    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
+    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier
+    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied
+    IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied
+
+    // Parameters stacks (current window)
+    IMGUI_API void          PushItemWidth(float item_width);                                // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
+    IMGUI_API void          PopItemWidth();
+    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position
+    IMGUI_API void          PushTextWrapPos(float wrap_pos_x = 0.0f);                       // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
+    IMGUI_API void          PopTextWrapPos();
+    IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
+    IMGUI_API void          PopAllowKeyboardFocus();
+    IMGUI_API void          PushButtonRepeat(bool repeat);                                  // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
+    IMGUI_API void          PopButtonRepeat();
+
+    // Cursor / Layout
+    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
+    IMGUI_API void          SameLine(float pos_x = 0.0f, float spacing_w = -1.0f);          // call between widgets or groups to layout them horizontally
+    IMGUI_API void          NewLine();                                                      // undo a SameLine()
+    IMGUI_API void          Spacing();                                                      // add vertical spacing
+    IMGUI_API void          Dummy(const ImVec2& size);                                      // add a dummy item of given size
+    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by style.IndentSpacing or indent_w if != 0
+    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by style.IndentSpacing or indent_w if != 0
+    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+    IMGUI_API void          EndGroup();
+    IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position is relative to window position
+    IMGUI_API float         GetCursorPosX();                                                // "
+    IMGUI_API float         GetCursorPosY();                                                // "
+    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          // "
+    IMGUI_API void          SetCursorPosX(float x);                                         // "
+    IMGUI_API void          SetCursorPosY(float y);                                         // "
+    IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position
+    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
+    IMGUI_API void          SetCursorScreenPos(const ImVec2& screen_pos);                   // cursor position in absolute screen coordinates [0..io.DisplaySize]
+    IMGUI_API void          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
+    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
+    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
+    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
+    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
+
+    // ID stack/scopes
+    // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most 
+    // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
+    // You can also use the "##foobar" syntax within widget label to distinguish them from each others. 
+    // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, 
+    // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed. 
+    IMGUI_API void          PushID(const char* str_id);                                     // push identifier into the ID stack. IDs are hash of the entire stack!
+    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);
+    IMGUI_API void          PushID(const void* ptr_id);
+    IMGUI_API void          PushID(int int_id);
+    IMGUI_API void          PopID();
+    IMGUI_API ImGuiID       GetID(const char* str_id);                                      // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
+    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
+    IMGUI_API ImGuiID       GetID(const void* ptr_id);
+
+    // Widgets: Text
+    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);                // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
+    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // simple formatted text
+    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
+    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
+    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
+    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
+    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
+    IMGUI_API void          TextWrapped(const char* fmt, ...)                               IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
+    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
+    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
+    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
+    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
+    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
+
+    // Widgets: Main
+    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));    // button
+    IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
+    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);
+    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);        // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
+    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
+    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
+    IMGUI_API bool          Checkbox(const char* label, bool* v);
+    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
+    IMGUI_API bool          RadioButton(const char* label, bool active);
+    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);
+    IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
+    IMGUI_API void          PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
+    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
+    IMGUI_API void          PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
+    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
+    IMGUI_API void          Bullet();                                                       // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
+
+    // Widgets: Combo Box
+    // The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it. 
+    // The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
+    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
+    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1);      // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
+    IMGUI_API bool          Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
+
+    // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
+    // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
+    // Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
+    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);     // If v_min >= v_max we have no bound
+    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f);
+    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");                                       // If v_min >= v_max we have no bound
+    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL);
+
+    // Widgets: Input with Keyboard
+    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* display_format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
+
+    // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
+    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders
+    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
+    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
+
+    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
+    // Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
+    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
+    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
+    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
+    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
+    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0));  // display a colored square/button, hover for details, return true when pressed.
+    IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                     // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
+
+    // Widgets: Trees
+    IMGUI_API bool          TreeNode(const char* label);                                        // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
+    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
+    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
+    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
+    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
+    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
+    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
+    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
+    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
+    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
+    IMGUI_API void          TreePush(const char* str_id);                                       // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
+    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
+    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
+    IMGUI_API void          TreeAdvanceToLabelPos();                                            // advance cursor x position by GetTreeNodeToLabelSpacing()
+    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
+    IMGUI_API void          SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0);              // set next TreeNode/CollapsingHeader open state.
+    IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);  // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
+    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
+
+    // Widgets: Selectable / Lists
+    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));  // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
+    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));       // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
+    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
+    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
+    IMGUI_API bool          ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
+    IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
+    IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region
+
+    // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
+    IMGUI_API void          Value(const char* prefix, bool b);
+    IMGUI_API void          Value(const char* prefix, int v);
+    IMGUI_API void          Value(const char* prefix, unsigned int v);
+    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
+
+    // Tooltips
+    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
+    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
+    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
+    IMGUI_API void          EndTooltip();
+
+    // Menus
+    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
+    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
+    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
+    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
+    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
+    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
+    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
+    IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL
+
+    // Popups
+    IMGUI_API void          OpenPopup(const char* str_id);                                      // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+    IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                                             // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
+    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
+    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true);  // helper to open and begin popup when clicked on current window.
+    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked in void (where there are no imgui windows).
+    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                     // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
+    IMGUI_API void          EndPopup();                                                                                             // only call EndPopup() if BeginPopupXXX() returns true!
+    IMGUI_API bool          OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1);                                  // helper to open popup when clicked on last item. return true when just opened.
+    IMGUI_API bool          IsPopupOpen(const char* str_id);                                    // return true if the popup is open
+    IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
+
+    // Columns
+    // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
+    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
+    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
+    IMGUI_API int           GetColumnIndex();                                                   // get current column index
+    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
+    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
+    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
+    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
+    IMGUI_API int           GetColumnsCount();
+
+    // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
+    IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty
+    IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file
+    IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard
+    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
+    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
+    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
+
+    // Drag and Drop
+    // [BETA API] Missing Demo code. API may evolve.
+    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
+    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
+    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
+    IMGUI_API bool          BeginDragDropTarget();                                                                  // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
+    IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);            // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
+    IMGUI_API void          EndDragDropTarget();                                                                    // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
+
+    // Clipping
+    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
+    IMGUI_API void          PopClipRect();
+
+    // Focus, Activation
+    // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHere()" when applicable, to make your code more forward compatible when navigation branch is merged)
+    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window. Please use instead of "if (IsWindowAppearing()) SetScrollHere()" to signify "default item".
+    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
+
+    // Utilities
+    IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
+    IMGUI_API bool          IsItemActive();                                                     // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
+    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
+    IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // is the last item clicked? (e.g. button/node just clicked on)
+    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (aka not out of sight due to clipping/scrolling.)
+    IMGUI_API bool          IsAnyItemHovered();
+    IMGUI_API bool          IsAnyItemActive();
+    IMGUI_API bool          IsAnyItemFocused();
+    IMGUI_API ImVec2        GetItemRectMin();                                                   // get bounding rectangle of last item, in screen space
+    IMGUI_API ImVec2        GetItemRectMax();                                                   // "
+    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item, in screen space
+    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
+    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
+    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
+    IMGUI_API float         GetTime();
+    IMGUI_API int           GetFrameCount();
+    IMGUI_API ImDrawList*   GetOverlayDrawList();                                               // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
+    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances
+    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);
+    IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
+    IMGUI_API ImGuiStorage* GetStateStorage();
+    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
+    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
+
+    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
+    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
+
+    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
+    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
+    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
+    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
+
+    // Inputs
+    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
+    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
+    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
+    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
+    IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
+    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held
+    IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held
+    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down)
+    IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
+    IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
+    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);  // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
+    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    //
+    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
+    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
+    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+    IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //
+    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
+    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
+    IMGUI_API void          CaptureKeyboardFromApp(bool capture = true);                        // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered.
+    IMGUI_API void          CaptureMouseFromApp(bool capture = true);                           // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle).
+
+    // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
+    IMGUI_API const char*   GetClipboardText();
+    IMGUI_API void          SetClipboardText(const char* text);
+
+    // Memory Utilities
+    // All those functions are not reliant on the current context.
+    // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
+    IMGUI_API void          SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL);
+    IMGUI_API void*         MemAlloc(size_t size);
+    IMGUI_API void          MemFree(void* ptr);
+
+} // namespace ImGui
+
+// Flags for ImGui::Begin()
+enum ImGuiWindowFlags_
+{
+    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
+    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
+    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
+    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programatically)
+    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
+    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
+    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
+    //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders).
+    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
+    ImGuiWindowFlags_NoInputs               = 1 << 9,   // Disable catching mouse or keyboard inputs, hovering test with pass through.
+    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
+    ImGuiWindowFlags_HorizontalScrollbar    = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
+    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
+    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
+    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
+    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
+    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
+    ImGuiWindowFlags_ResizeFromAnySide      = 1 << 17,  // [BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
+    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
+    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
+    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
+
+    // [Internal]
+    ImGuiWindowFlags_NavFlattened           = 1 << 23,  // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
+    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
+    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
+    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
+    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
+    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
+};
+
+// Flags for ImGui::InputText()
+enum ImGuiInputTextFlags_
+{
+    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
+    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
+    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
+    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
+    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
+    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
+    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Call user function on pressing TAB (for completion handling)
+    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Call user function on pressing Up/Down arrows (for history handling)
+    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Call user function every time. User code may query cursor position, modify text buffer.
+    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
+    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
+    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
+    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
+    ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
+    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
+    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
+    ImGuiInputTextFlags_NoUndoRedo          = 1 << 16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
+    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
+    // [Internal]
+    ImGuiInputTextFlags_Multiline           = 1 << 20   // For internal use by InputTextMultiline()
+};
+
+// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
+enum ImGuiTreeNodeFlags_
+{
+    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
+    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)
+    ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
+    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
+    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
+    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
+    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
+    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
+    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes). 
+    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
+    ImGuiTreeNodeFlags_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
+    //ImGuITreeNodeFlags_SpanAllAvailWidth  = 1 << 11,  // FIXME: TODO: Extend hit box horizontally even if not framed
+    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 12,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
+    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
+    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
+
+    // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
+#endif
+};
+
+// Flags for ImGui::Selectable()
+enum ImGuiSelectableFlags_
+{
+    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
+    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
+    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2    // Generate press events on double clicks too
+};
+
+// Flags for ImGui::BeginCombo()
+enum ImGuiComboFlags_
+{
+    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
+    ImGuiComboFlags_HeightSmall             = 1 << 1,   // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
+    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
+    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
+    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
+    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
+    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
+    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
+};
+
+// Flags for ImGui::IsWindowFocused()
+enum ImGuiFocusedFlags_
+{
+    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused
+    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
+    ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // IsWindowFocused(): Return true if any window is focused
+    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
+};
+
+// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
+// Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
+enum ImGuiHoveredFlags_
+{
+    ImGuiHoveredFlags_Default                       = 0,        // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
+    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
+    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
+    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
+    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window
+    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
+    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
+    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is overlapped by another window
+    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
+    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
+};
+
+// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
+enum ImGuiDragDropFlags_
+{
+    // BeginDragDropSource() flags
+    ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
+    ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return true, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
+    ImGuiDragDropFlags_SourceNoHoldToOpenOthers     = 1 << 2,   // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
+    ImGuiDragDropFlags_SourceAllowNullID            = 1 << 3,   // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
+    ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
+    // AcceptDragDropPayload() flags
+    ImGuiDragDropFlags_AcceptBeforeDelivery         = 1 << 10,  // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
+    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
+    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
+};
+
+// Standard Drag and Drop payload types. You can define you own payload types using 12-characters long strings. Types starting with '_' are defined by Dear ImGui.
+#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type. 
+#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
+
+// A cardinal direction
+enum ImGuiDir_
+{
+    ImGuiDir_None    = -1,
+    ImGuiDir_Left    = 0,
+    ImGuiDir_Right   = 1,
+    ImGuiDir_Up      = 2,
+    ImGuiDir_Down    = 3,
+    ImGuiDir_COUNT
+};
+
+// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
+enum ImGuiKey_
+{
+    ImGuiKey_Tab,
+    ImGuiKey_LeftArrow,
+    ImGuiKey_RightArrow,
+    ImGuiKey_UpArrow,
+    ImGuiKey_DownArrow,
+    ImGuiKey_PageUp,
+    ImGuiKey_PageDown,
+    ImGuiKey_Home,
+    ImGuiKey_End,
+    ImGuiKey_Insert,
+    ImGuiKey_Delete,
+    ImGuiKey_Backspace,
+    ImGuiKey_Space,
+    ImGuiKey_Enter,
+    ImGuiKey_Escape,
+    ImGuiKey_A,         // for text edit CTRL+A: select all
+    ImGuiKey_C,         // for text edit CTRL+C: copy
+    ImGuiKey_V,         // for text edit CTRL+V: paste
+    ImGuiKey_X,         // for text edit CTRL+X: cut
+    ImGuiKey_Y,         // for text edit CTRL+Y: redo
+    ImGuiKey_Z,         // for text edit CTRL+Z: undo
+    ImGuiKey_COUNT
+};
+
+// [BETA] Gamepad/Keyboard directional navigation
+// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
+// Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
+// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
+enum ImGuiNavInput_
+{
+    // Gamepad Mapping
+    ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
+    ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
+    ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
+    ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
+    ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
+    ImGuiNavInput_DpadRight,     // 
+    ImGuiNavInput_DpadUp,        // 
+    ImGuiNavInput_DpadDown,      // 
+    ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
+    ImGuiNavInput_LStickRight,   // 
+    ImGuiNavInput_LStickUp,      // 
+    ImGuiNavInput_LStickDown,    // 
+    ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
+    ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) 
+    ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
+    ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
+
+    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
+    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
+    ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
+    ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
+    ImGuiNavInput_KeyRight_,     // move right
+    ImGuiNavInput_KeyUp_,        // move up
+    ImGuiNavInput_KeyDown_,      // move down
+    ImGuiNavInput_COUNT,
+    ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
+};
+
+// Configuration flags stored in io.ConfigFlags. Set by user/application.
+enum ImGuiConfigFlags_
+{
+    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
+    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
+    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
+    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set. 
+    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
+    ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct back-end to not alter mouse cursor shape and visibility.
+
+    // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
+    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
+    ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
+};
+
+// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
+enum ImGuiBackendFlags_
+{
+    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Back-end has a connected gamepad.
+    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Back-end can honor GetMouseCursor() values and change the OS cursor shape.
+    ImGuiBackendFlags_HasSetMousePos        = 1 << 2    // Back-end can honor io.WantSetMousePos and reposition the mouse (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
+};
+
+// Enumeration for PushStyleColor() / PopStyleColor()
+enum ImGuiCol_
+{
+    ImGuiCol_Text,
+    ImGuiCol_TextDisabled,
+    ImGuiCol_WindowBg,              // Background of normal windows
+    ImGuiCol_ChildBg,               // Background of child windows
+    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
+    ImGuiCol_Border,
+    ImGuiCol_BorderShadow,
+    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
+    ImGuiCol_FrameBgHovered,
+    ImGuiCol_FrameBgActive,
+    ImGuiCol_TitleBg,
+    ImGuiCol_TitleBgActive,
+    ImGuiCol_TitleBgCollapsed,
+    ImGuiCol_MenuBarBg,
+    ImGuiCol_ScrollbarBg,
+    ImGuiCol_ScrollbarGrab,
+    ImGuiCol_ScrollbarGrabHovered,
+    ImGuiCol_ScrollbarGrabActive,
+    ImGuiCol_CheckMark,
+    ImGuiCol_SliderGrab,
+    ImGuiCol_SliderGrabActive,
+    ImGuiCol_Button,
+    ImGuiCol_ButtonHovered,
+    ImGuiCol_ButtonActive,
+    ImGuiCol_Header,
+    ImGuiCol_HeaderHovered,
+    ImGuiCol_HeaderActive,
+    ImGuiCol_Separator,
+    ImGuiCol_SeparatorHovered,
+    ImGuiCol_SeparatorActive,
+    ImGuiCol_ResizeGrip,
+    ImGuiCol_ResizeGripHovered,
+    ImGuiCol_ResizeGripActive,
+    ImGuiCol_PlotLines,
+    ImGuiCol_PlotLinesHovered,
+    ImGuiCol_PlotHistogram,
+    ImGuiCol_PlotHistogramHovered,
+    ImGuiCol_TextSelectedBg,
+    ImGuiCol_ModalWindowDarkening,  // darken/colorize entire screen behind a modal window, when one is active
+    ImGuiCol_DragDropTarget,
+    ImGuiCol_NavHighlight,          // gamepad/keyboard: current highlighted item 
+    ImGuiCol_NavWindowingHighlight, // gamepad/keyboard: when holding NavMenu to focus/move/resize windows
+    ImGuiCol_COUNT
+
+    // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
+    //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
+    //ImGuiCol_ComboBg,                                                              // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
+#endif
+};
+
+// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
+// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
+// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
+enum ImGuiStyleVar_
+{
+    // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
+    ImGuiStyleVar_Alpha,               // float     Alpha
+    ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
+    ImGuiStyleVar_WindowRounding,      // float     WindowRounding
+    ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
+    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
+    ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
+    ImGuiStyleVar_ChildRounding,       // float     ChildRounding
+    ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
+    ImGuiStyleVar_PopupRounding,       // float     PopupRounding
+    ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
+    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
+    ImGuiStyleVar_FrameRounding,       // float     FrameRounding
+    ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
+    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
+    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
+    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
+    ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
+    ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
+    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
+    ImGuiStyleVar_GrabRounding,        // float     GrabRounding
+    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
+    ImGuiStyleVar_COUNT
+
+    // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
+#endif
+};
+
+// Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
+enum ImGuiColorEditFlags_
+{
+    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
+    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on colored square.
+    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
+    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
+    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
+    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
+    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
+    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
+    
+    // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
+    ImGuiColorEditFlags_AlphaBar        = 1 << 9,   //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
+    ImGuiColorEditFlags_AlphaPreview    = 1 << 10,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
+    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 11,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
+    ImGuiColorEditFlags_HDR             = 1 << 12,  //              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
+    ImGuiColorEditFlags_RGB             = 1 << 13,  // [Inputs]     // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
+    ImGuiColorEditFlags_HSV             = 1 << 14,  // [Inputs]     // "
+    ImGuiColorEditFlags_HEX             = 1 << 15,  // [Inputs]     // "
+    ImGuiColorEditFlags_Uint8           = 1 << 16,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. 
+    ImGuiColorEditFlags_Float           = 1 << 17,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
+    ImGuiColorEditFlags_PickerHueBar    = 1 << 18,  // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
+    ImGuiColorEditFlags_PickerHueWheel  = 1 << 19,  // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
+
+    // [Internal] Masks
+    ImGuiColorEditFlags__InputsMask     = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
+    ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
+    ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
+    ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar    // Change application default using SetColorEditOptions()
+};
+
+// Enumeration for GetMouseCursor()
+// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
+enum ImGuiMouseCursor_
+{
+    ImGuiMouseCursor_None = -1,
+    ImGuiMouseCursor_Arrow = 0,
+    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
+    ImGuiMouseCursor_ResizeAll,         // Unused by imgui functions
+    ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
+    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
+    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
+    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
+    ImGuiMouseCursor_COUNT
+
+    // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
+#endif
+};
+
+// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
+// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. 
+enum ImGuiCond_
+{
+    ImGuiCond_Always        = 1 << 0,   // Set the variable
+    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call with succeed)
+    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
+    ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
+
+    // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
+#endif
+};
+
+// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
+// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
+struct ImGuiStyle
+{
+    float       Alpha;                      // Global alpha applies to everything in ImGui.
+    ImVec2      WindowPadding;              // Padding within a window.
+    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
+    float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
+    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
+    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
+    float       ChildBorderSize;            // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
+    float       PopupBorderSize;            // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
+    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
+    float       FrameBorderSize;            // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
+    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
+    ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns.
+    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
+    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
+    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
+    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
+    ImVec2      DisplayWindowPadding;       // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
+    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
+    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
+    bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+    float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+    ImVec4      Colors[ImGuiCol_COUNT];
+
+    IMGUI_API ImGuiStyle();
+    IMGUI_API void ScaleAllSizes(float scale_factor);
+};
+
+// This is where your app communicate with ImGui. Access via ImGui::GetIO().
+// Read 'Programmer guide' section in .cpp file for general usage.
+struct ImGuiIO
+{
+    //------------------------------------------------------------------
+    // Settings (fill once)                 // Default value:
+    //------------------------------------------------------------------
+
+    ImGuiConfigFlags   ConfigFlags;         // = 0                  // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
+    ImGuiBackendFlags  BackendFlags;        // = 0                  // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end.
+    ImVec2        DisplaySize;              // <unset>              // Display size, in pixels. For clamping windows positions.
+    float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
+    float         IniSavingRate;            // = 5.0f               // Maximum time between saving positions/sizes to .ini file, in seconds.
+    const char*   IniFilename;              // = "imgui.ini"        // Path to .ini file. NULL to disable .ini saving.
+    const char*   LogFilename;              // = "imgui_log.txt"    // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
+    float         MouseDoubleClickTime;     // = 0.30f              // Time for a double-click, in seconds.
+    float         MouseDoubleClickMaxDist;  // = 6.0f               // Distance threshold to stay in to validate a double-click, in pixels.
+    float         MouseDragThreshold;       // = 6.0f               // Distance threshold before considering we are dragging.
+    int           KeyMap[ImGuiKey_COUNT];   // <unset>              // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
+    float         KeyRepeatDelay;           // = 0.250f             // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
+    float         KeyRepeatRate;            // = 0.050f             // When holding a key/button, rate at which it repeats, in seconds.
+    void*         UserData;                 // = NULL               // Store your own data for retrieval by callbacks.
+
+    ImFontAtlas*  Fonts;                    // <auto>               // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
+    float         FontGlobalScale;          // = 1.0f               // Global scale all fonts
+    bool          FontAllowUserScaling;     // = false              // Allow user scaling text of individual window with CTRL+Wheel.
+    ImFont*       FontDefault;              // = NULL               // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
+    ImVec2        DisplayFramebufferScale;  // = (1.0f,1.0f)        // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+    ImVec2        DisplayVisibleMin;        // <unset> (0.0f,0.0f)  // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
+    ImVec2        DisplayVisibleMax;        // <unset> (0.0f,0.0f)  // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
+
+    // Advanced/subtle behaviors
+    bool          OptMacOSXBehaviors;       // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
+    bool          OptCursorBlink;           // = true               // Enable blinking cursor, for users who consider it annoying.
+
+    //------------------------------------------------------------------
+    // Settings (User Functions)
+    //------------------------------------------------------------------
+
+    // Optional: access OS clipboard
+    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
+    const char* (*GetClipboardTextFn)(void* user_data);
+    void        (*SetClipboardTextFn)(void* user_data, const char* text);
+    void*       ClipboardUserData;
+
+    // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
+    // (default to use native imm32 api on Windows)
+    void        (*ImeSetInputScreenPosFn)(int x, int y);
+    void*       ImeWindowHandle;            // (Windows) Set this to your HWND to get automatic IME cursor positioning.
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    // [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render().
+    // See example applications if you are unsure of how to implement this.
+    void        (*RenderDrawListsFn)(ImDrawData* data);
+#endif
+
+    //------------------------------------------------------------------
+    // Input - Fill before calling NewFrame()
+    //------------------------------------------------------------------
+
+    ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
+    bool        MouseDown[5];                   // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
+    float       MouseWheel;                     // Mouse wheel: 1 unit scrolls about 5 lines text. 
+    float       MouseWheelH;                    // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
+    bool        MouseDrawCursor;                // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
+    bool        KeyCtrl;                        // Keyboard modifier pressed: Control
+    bool        KeyShift;                       // Keyboard modifier pressed: Shift
+    bool        KeyAlt;                         // Keyboard modifier pressed: Alt
+    bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
+    bool        KeysDown[512];                  // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
+    ImWchar     InputCharacters[16+1];          // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
+    float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
+
+    // Functions
+    IMGUI_API void AddInputCharacter(ImWchar c);                        // Add new character into InputCharacters[]
+    IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars);      // Add new characters into InputCharacters[] from an UTF-8 string
+    inline void    ClearInputCharacters() { InputCharacters[0] = 0; }   // Clear the text input buffer manually
+
+    //------------------------------------------------------------------
+    // Output - Retrieve after calling NewFrame()
+    //------------------------------------------------------------------
+
+    bool        WantCaptureMouse;           // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). 
+    bool        WantCaptureKeyboard;        // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
+    bool        WantTextInput;              // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
+    bool        WantSetMousePos;            // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
+    bool        NavActive;                  // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
+    bool        NavVisible;                 // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
+    float       Framerate;                  // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
+    int         MetricsRenderVertices;      // Vertices output during last call to Render()
+    int         MetricsRenderIndices;       // Indices output during last call to Render() = number of triangles * 3
+    int         MetricsActiveWindows;       // Number of visible root windows (exclude child windows)
+    ImVec2      MouseDelta;                 // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
+
+    //------------------------------------------------------------------
+    // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
+    //------------------------------------------------------------------
+
+    ImVec2      MousePosPrev;               // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
+    ImVec2      MouseClickedPos[5];         // Position at time of clicking
+    float       MouseClickedTime[5];        // Time of last click (used to figure out double-click)
+    bool        MouseClicked[5];            // Mouse button went from !Down to Down
+    bool        MouseDoubleClicked[5];      // Has mouse button been double-clicked?
+    bool        MouseReleased[5];           // Mouse button went from Down to !Down
+    bool        MouseDownOwned[5];          // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
+    float       MouseDownDuration[5];       // Duration the mouse button has been down (0.0f == just clicked)
+    float       MouseDownDurationPrev[5];   // Previous time the mouse button has been down
+    ImVec2      MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
+    float       MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
+    float       KeysDownDuration[512];      // Duration the keyboard key has been down (0.0f == just pressed)
+    float       KeysDownDurationPrev[512];  // Previous duration the key has been down
+    float       NavInputsDownDuration[ImGuiNavInput_COUNT];
+    float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
+
+    IMGUI_API   ImGuiIO();
+};
+
+//-----------------------------------------------------------------------------
+// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+namespace ImGui
+{
+    // OBSOLETED in 1.60 (from Dec 2017)
+    static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
+    static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
+    static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
+    // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
+    static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }
+    static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
+    static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
+    static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
+    static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }
+    // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
+    bool                Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
+    static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
+    static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }
+    static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
+    // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
+    static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
+    static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
+    static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
+    static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
+    // OBSOLETED IN 1.49 (between Apr 2016 and May 2016)
+    static inline bool  CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1 << 5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); }
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
+// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do not use this class as a straight std::vector replacement in your code!
+template<typename T>
+class ImVector
+{
+public:
+    int                         Size;
+    int                         Capacity;
+    T*                          Data;
+
+    typedef T                   value_type;
+    typedef value_type*         iterator;
+    typedef const value_type*   const_iterator;
+
+    inline ImVector()           { Size = Capacity = 0; Data = NULL; }
+    inline ~ImVector()          { if (Data) ImGui::MemFree(Data); }
+    inline ImVector(const ImVector<T>& src)                     { Size = Capacity = 0; Data = NULL; operator=(src); }
+    inline ImVector& operator=(const ImVector<T>& src)          { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
+
+    inline bool                 empty() const                   { return Size == 0; }
+    inline int                  size() const                    { return Size; }
+    inline int                  capacity() const                { return Capacity; }
+    inline value_type&          operator[](int i)               { IM_ASSERT(i < Size); return Data[i]; }
+    inline const value_type&    operator[](int i) const         { IM_ASSERT(i < Size); return Data[i]; }
+
+    inline void                 clear()                         { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
+    inline iterator             begin()                         { return Data; }
+    inline const_iterator       begin() const                   { return Data; }
+    inline iterator             end()                           { return Data + Size; }
+    inline const_iterator       end() const                     { return Data + Size; }
+    inline value_type&          front()                         { IM_ASSERT(Size > 0); return Data[0]; }
+    inline const value_type&    front() const                   { IM_ASSERT(Size > 0); return Data[0]; }
+    inline value_type&          back()                          { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+    inline const value_type&    back() const                    { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+    inline void                 swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
+
+    inline int          _grow_capacity(int sz) const            { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
+    inline void         resize(int new_size)                    { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
+    inline void         resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
+    inline void         reserve(int new_capacity)
+    {
+        if (new_capacity <= Capacity) 
+            return;
+        value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
+        if (Data)
+            memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
+        ImGui::MemFree(Data);
+        Data = new_data;
+        Capacity = new_capacity;
+    }
+
+    // NB: &v cannot be pointing inside the ImVector Data itself! e.g. v.push_back(v[10]) is forbidden.
+    inline void         push_back(const value_type& v)                  { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
+    inline void         pop_back()                                      { IM_ASSERT(Size > 0); Size--; }
+    inline void         push_front(const value_type& v)                 { if (Size == 0) push_back(v); else insert(Data, v); }
+    inline iterator     erase(const_iterator it)                        { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
+    inline iterator     insert(const_iterator it, const value_type& v)  { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
+    inline bool         contains(const value_type& v) const             { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
+};
+
+// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
+// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
+// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
+struct ImNewDummy {};
+inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
+inline void  operator delete(void*, ImNewDummy, void*)   {} // This is only required so we can use the symetrical new()
+#define IM_PLACEMENT_NEW(_PTR)              new(ImNewDummy(), _PTR)
+#define IM_NEW(_TYPE)                       new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
+template<typename T> void IM_DELETE(T*& p)  { if (p) { p->~T(); ImGui::MemFree(p); p = NULL; } }
+
+// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
+// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
+struct ImGuiOnceUponAFrame
+{
+    ImGuiOnceUponAFrame() { RefFrame = -1; }
+    mutable int RefFrame;
+    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
+};
+
+// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS    // Will obsolete
+#define IMGUI_ONCE_UPON_A_FRAME     static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
+#endif
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+struct ImGuiTextFilter
+{
+    struct TextRange
+    {
+        const char* b;
+        const char* e;
+
+        TextRange() { b = e = NULL; }
+        TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
+        const char* begin() const { return b; }
+        const char* end() const { return e; }
+        bool empty() const { return b == e; }
+        char front() const { return *b; }
+        static bool is_blank(char c) { return c == ' ' || c == '\t'; }
+        void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
+        IMGUI_API void split(char separator, ImVector<TextRange>& out);
+    };
+
+    char                InputBuf[256];
+    ImVector<TextRange> Filters;
+    int                 CountGrep;
+
+    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
+    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);    // Helper calling InputText+Build
+    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
+    IMGUI_API void      Build();
+    void                Clear() { InputBuf[0] = 0; Build(); }
+    bool                IsActive() const { return !Filters.empty(); }
+};
+
+// Helper: Text buffer for logging/accumulating text
+struct ImGuiTextBuffer
+{
+    ImVector<char>      Buf;
+
+    ImGuiTextBuffer()   { Buf.push_back(0); }
+    inline char         operator[](int i) { return Buf.Data[i]; }
+    const char*         begin() const { return &Buf.front(); }
+    const char*         end() const { return &Buf.back(); }      // Buf is zero-terminated, so end() will point on the zero-terminator
+    int                 size() const { return Buf.Size - 1; }
+    bool                empty() { return Buf.Size <= 1; }
+    void                clear() { Buf.clear(); Buf.push_back(0); }
+    void                reserve(int capacity) { Buf.reserve(capacity); }
+    const char*         c_str() const { return Buf.Data; }
+    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
+    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
+};
+
+// Helper: Simple Key->value storage
+// Typically you don't have to worry about this since a storage is held within each Window.
+// We use it to e.g. store collapse state for a tree (Int 0/1)
+// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
+// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
+// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
+// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
+// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
+struct ImGuiStorage
+{
+    struct Pair
+    {
+        ImGuiID key;
+        union { int val_i; float val_f; void* val_p; };
+        Pair(ImGuiID _key, int _val_i)   { key = _key; val_i = _val_i; }
+        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
+        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
+    };
+    ImVector<Pair>      Data;
+
+    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
+    // - Set***() functions find pair, insertion on demand if missing.
+    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
+    void                Clear() { Data.clear(); }
+    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
+    IMGUI_API void      SetInt(ImGuiID key, int val);
+    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
+    IMGUI_API void      SetBool(ImGuiID key, bool val);
+    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
+    IMGUI_API void      SetFloat(ImGuiID key, float val);
+    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
+    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
+
+    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
+    // - 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.
+    // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
+    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
+    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
+    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
+    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
+    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
+
+    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
+    IMGUI_API void      SetAllInt(int val);
+
+    // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
+    IMGUI_API void      BuildSortByKey();
+};
+
+// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
+struct ImGuiTextEditCallbackData
+{
+    ImGuiInputTextFlags EventFlag;      // One of ImGuiInputTextFlags_Callback* // Read-only
+    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
+    void*               UserData;       // What user passed to InputText()      // Read-only
+    bool                ReadOnly;       // Read-only mode                       // Read-only
+
+    // CharFilter event:
+    ImWchar             EventChar;      // Character input                      // Read-write (replace character or set to zero)
+
+    // Completion,History,Always events:
+    // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
+    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only
+    char*               Buf;            // Current text buffer                  // Read-write (pointed data only, can't replace the actual pointer)
+    int                 BufTextLen;     // Current text length in bytes         // Read-write
+    int                 BufSize;        // Maximum text length in bytes         // Read-only
+    bool                BufDirty;       // Set if you modify Buf/BufTextLen!!   // Write
+    int                 CursorPos;      //                                      // Read-write
+    int                 SelectionStart; //                                      // Read-write (== to SelectionEnd when no selection)
+    int                 SelectionEnd;   //                                      // Read-write
+
+    // NB: Helper functions for text manipulation. Calling those function loses selection.
+    IMGUI_API void    DeleteChars(int pos, int bytes_count);
+    IMGUI_API void    InsertChars(int pos, const char* text, const char* text_end = NULL);
+    bool              HasSelection() const { return SelectionStart != SelectionEnd; }
+};
+
+// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
+// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
+struct ImGuiSizeCallbackData
+{
+    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
+    ImVec2  Pos;            // Read-only.   Window position, for reference.
+    ImVec2  CurrentSize;    // Read-only.   Current window size.
+    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
+};
+
+// Data payload for Drag and Drop operations
+struct ImGuiPayload
+{
+    // Members
+    const void*     Data;               // Data (copied and owned by dear imgui)
+    int             DataSize;           // Data size
+
+    // [Internal]
+    ImGuiID         SourceId;           // Source item id
+    ImGuiID         SourceParentId;     // Source parent id (if available)
+    int             DataFrameCount;     // Data timestamp
+    char            DataType[32+1];     // Data type tag (short user-supplied string, 32 characters max)
+    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
+    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
+
+    ImGuiPayload()  { Clear(); }
+    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
+    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
+    bool IsPreview() const                  { return Preview; }
+    bool IsDelivery() const                 { return Delivery; }
+};
+
+// Helpers macros to generate 32-bits encoded colors
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IM_COL32_R_SHIFT    16
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    0
+#define IM_COL32_A_SHIFT    24
+#define IM_COL32_A_MASK     0xFF000000
+#else
+#define IM_COL32_R_SHIFT    0
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    16
+#define IM_COL32_A_SHIFT    24
+#define IM_COL32_A_MASK     0xFF000000
+#endif
+#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
+#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
+#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
+#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
+
+// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
+// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
+// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
+// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
+struct ImColor
+{
+    ImVec4              Value;
+
+    ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
+    ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
+    ImColor(ImU32 rgba)                                             { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
+    ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
+    ImColor(const ImVec4& col)                                      { Value = col; }
+    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
+    inline operator ImVec4() const                                  { return Value; }
+
+    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
+    inline void    SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
+    static ImColor HSV(float h, float s, float v, float a = 1.0f)   { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
+};
+
+// Helper: Manually clip large list of items.
+// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
+// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. 
+// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
+// Usage:
+//     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
+//     while (clipper.Step())
+//         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+//             ImGui::Text("line number %d", i);
+// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
+// - 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.
+// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
+// - 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.
+struct ImGuiListClipper
+{
+    float   StartPosY;
+    float   ItemsHeight;
+    int     ItemsCount, StepNo, DisplayStart, DisplayEnd;
+
+    // items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
+    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
+    // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
+    ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
+    ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
+
+    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
+    IMGUI_API void Begin(int items_count, float items_height = -1.0f);  // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
+    IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
+};
+
+//-----------------------------------------------------------------------------
+// Draw List
+// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
+//-----------------------------------------------------------------------------
+
+// Draw callbacks for advanced uses.
+// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
+// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
+// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
+typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
+
+// Typically, 1 command = 1 GPU draw call (unless command is a callback)
+struct ImDrawCmd
+{
+    unsigned int    ElemCount;              // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
+    ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2)
+    ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
+    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
+    void*           UserCallbackData;       // The draw callback code can access this.
+
+    ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
+};
+
+// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx;
+#endif
+
+// Vertex layout
+#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
+struct ImDrawVert
+{
+    ImVec2  pos;
+    ImVec2  uv;
+    ImU32   col;
+};
+#else
+// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
+// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
+// The type has to be described within the macro (you can either declare the struct or use a typedef)
+// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. 
+IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
+#endif
+
+// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
+// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
+struct ImDrawChannel
+{
+    ImVector<ImDrawCmd>     CmdBuffer;
+    ImVector<ImDrawIdx>     IdxBuffer;
+};
+
+enum ImDrawCornerFlags_
+{
+    ImDrawCornerFlags_TopLeft   = 1 << 0, // 0x1
+    ImDrawCornerFlags_TopRight  = 1 << 1, // 0x2
+    ImDrawCornerFlags_BotLeft   = 1 << 2, // 0x4
+    ImDrawCornerFlags_BotRight  = 1 << 3, // 0x8
+    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,   // 0x3
+    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,   // 0xC
+    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,    // 0x5
+    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,  // 0xA
+    ImDrawCornerFlags_All       = 0xF     // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
+};
+
+enum ImDrawListFlags_
+{
+    ImDrawListFlags_AntiAliasedLines = 1 << 0,
+    ImDrawListFlags_AntiAliasedFill  = 1 << 1
+};
+
+// Draw command list
+// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
+// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
+// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
+// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
+// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
+struct ImDrawList
+{
+    // This is what you have to render
+    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
+    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
+    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
+    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
+
+    // [Internal, used while building lists]
+    const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
+    const char*             _OwnerName;         // Pointer to owner window's name for debugging
+    unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
+    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
+    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
+    ImVector<ImVec2>        _Path;              // [Internal] current path building
+    int                     _ChannelsCurrent;   // [Internal] current channel number (0)
+    int                     _ChannelsCount;     // [Internal] number of active channels (1+)
+    ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
+
+    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
+    ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
+    ~ImDrawList() { ClearFreeMemory(); }
+    IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+    IMGUI_API void  PushClipRectFullScreen();
+    IMGUI_API void  PopClipRect();
+    IMGUI_API void  PushTextureID(ImTextureID texture_id);
+    IMGUI_API void  PopTextureID();
+    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
+    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
+
+    // Primitives
+    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
+    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right
+    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
+    IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
+    IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
+    IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
+    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
+    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
+    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
+    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
+    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
+    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
+    IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
+    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col);
+    IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
+
+    // Stateful path API, add points then finish with PathFill() or PathStroke()
+    inline    void  PathClear()                                                 { _Path.resize(0); }
+    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
+    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
+    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); }
+    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); }
+    IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
+    IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                // Use precomputed angles for a 12 steps circle
+    IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
+    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
+
+    // Channels
+    // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
+    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
+    IMGUI_API void  ChannelsSplit(int channels_count);
+    IMGUI_API void  ChannelsMerge();
+    IMGUI_API void  ChannelsSetCurrent(int channel_index);
+
+    // Advanced
+    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
+    IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
+    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
+
+    // Internal helpers
+    // NB: all primitives needs to be reserved via PrimReserve() beforehand!
+    IMGUI_API void  Clear();
+    IMGUI_API void  ClearFreeMemory();
+    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
+    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
+    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
+    IMGUI_API void  PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
+    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
+    inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
+    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
+    IMGUI_API void  UpdateClipRect();
+    IMGUI_API void  UpdateTextureID();
+};
+
+// All draw data to render an ImGui frame
+// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
+struct ImDrawData
+{
+    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
+    ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
+    int             CmdListsCount;          // Number of ImDrawList* to render
+    int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
+    int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
+
+    // Functions
+    ImDrawData()    { Valid = false; Clear(); }
+    ~ImDrawData()   { Clear(); }
+    void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // The ImDrawList are owned by ImGuiContext!
+    IMGUI_API void  DeIndexAllBuffers();                // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+    IMGUI_API void  ScaleClipRects(const ImVec2& sc);   // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
+};
+
+struct ImFontConfig
+{
+    void*           FontData;               //          // TTF/OTF data
+    int             FontDataSize;           //          // TTF/OTF data size
+    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
+    int             FontNo;                 // 0        // Index of font within TTF/OTF file
+    float           SizePixels;             //          // Size in pixels for rasterizer.
+    int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
+    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
+    bool            PixelSnapH;             // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
+    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
+    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
+    const ImWchar*  GlyphRanges;            // NULL     // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
+    bool            MergeMode;              // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
+    unsigned int    RasterizerFlags;        // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
+    float           RasterizerMultiply;     // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
+
+    // [Internal]
+    char            Name[40];               // Name (strictly to ease debugging)
+    ImFont*         DstFont;
+
+    IMGUI_API ImFontConfig();
+};
+
+struct ImFontGlyph
+{
+    ImWchar         Codepoint;          // 0x0000..0xFFFF
+    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
+    float           X0, Y0, X1, Y1;     // Glyph corners
+    float           U0, V0, U1, V1;     // Texture coordinates
+};
+
+enum ImFontAtlasFlags_
+{
+    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
+    ImFontAtlasFlags_NoMouseCursors     = 1 << 1    // Don't build software mouse cursors into the atlas
+};
+
+// Load and rasterize multiple TTF/OTF fonts into a same texture.
+// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
+// We also add custom graphic data into the texture that serves for ImGui.
+//  1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
+//  2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
+//  3. Upload the pixels data into a texture within your graphics system.
+//  4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
+// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
+struct ImFontAtlas
+{
+    IMGUI_API ImFontAtlas();
+    IMGUI_API ~ImFontAtlas();
+    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
+    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
+    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
+    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
+    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
+    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
+    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
+    IMGUI_API void              Clear();                    // Clear all input and output.
+
+    // Build atlas, retrieve pixel data.
+    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
+    // RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste). 
+    // Pitch = Width * BytesPerPixels
+    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
+    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
+    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
+    void                        SetTexID(ImTextureID id)    { TexID = id; }
+
+    //-------------------------------------------
+    // Glyph Ranges
+    //-------------------------------------------
+
+    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
+    // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
+    IMGUI_API const ImWchar*    GetGlyphRangesDefault();    // Basic Latin, Extended Latin
+    IMGUI_API const ImWchar*    GetGlyphRangesKorean();     // Default + Korean characters
+    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();   // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+    IMGUI_API const ImWchar*    GetGlyphRangesChinese();    // Default + Japanese + full set of about 21000 CJK Unified Ideographs
+    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();   // Default + about 400 Cyrillic characters
+    IMGUI_API const ImWchar*    GetGlyphRangesThai();       // Default + Thai characters
+
+    // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
+    struct GlyphRangesBuilder
+    {
+        ImVector<unsigned char> UsedChars;  // Store 1-bit per Unicode code point (0=unused, 1=used)
+        GlyphRangesBuilder()                { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
+        bool           GetBit(int n)        { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
+        void           SetBit(int n)        { UsedChars[n >> 3] |= 1 << (n & 7); }  // Set bit 'c' in the array
+        void           AddChar(ImWchar c)   { SetBit(c); }                          // Add character
+        IMGUI_API void AddText(const char* text, const char* text_end = NULL);      // Add string (each character of the UTF-8 string are added)
+        IMGUI_API void AddRanges(const ImWchar* ranges);                            // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
+        IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges);                  // Output new ranges
+    };
+
+    //-------------------------------------------
+    // Custom Rectangles/Glyphs API
+    //-------------------------------------------
+
+    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
+    // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
+    struct CustomRect
+    {
+        unsigned int    ID;             // Input    // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
+        unsigned short  Width, Height;  // Input    // Desired rectangle dimension
+        unsigned short  X, Y;           // Output   // Packed position in Atlas
+        float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID<0x10000): glyph xadvance
+        ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID<0x10000): glyph display offset
+        ImFont*         Font;           // Input    // For custom font glyphs only (ID<0x10000): target font
+        CustomRect()            { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
+        bool IsPacked() const   { return X != 0xFFFF; }
+    };
+
+    IMGUI_API int       AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
+    IMGUI_API int       AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));   // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
+    const CustomRect*   GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
+
+    // [Internal]
+    IMGUI_API void      CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
+    IMGUI_API bool      GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
+
+    //-------------------------------------------
+    // Members
+    //-------------------------------------------
+
+    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
+    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
+    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
+    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1.
+
+    // [Internal]
+    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
+    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
+    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
+    int                         TexWidth;           // Texture width calculated during Build().
+    int                         TexHeight;          // Texture height calculated during Build().
+    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
+    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
+    ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
+    ImVector<CustomRect>        CustomRects;        // Rectangles for packing custom texture data into the atlas.
+    ImVector<ImFontConfig>      ConfigData;         // Internal data
+    int                         CustomRectIds[1];   // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
+};
+
+// Font runtime data and rendering
+// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
+struct ImFont
+{
+    // Members: Hot ~62/78 bytes
+    float                       FontSize;           // <user set>   // Height of characters, set during loading (don't change after loading)
+    float                       Scale;              // = 1.f        // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
+    ImVec2                      DisplayOffset;      // = (0.f,0.f)  // Offset font rendering by xx pixels
+    ImVector<ImFontGlyph>       Glyphs;             //              // All glyphs.
+    ImVector<float>             IndexAdvanceX;      //              // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
+    ImVector<unsigned short>    IndexLookup;        //              // Sparse. Index glyphs by Unicode code-point.
+    const ImFontGlyph*          FallbackGlyph;      // == FindGlyph(FontFallbackChar)
+    float                       FallbackAdvanceX;   // == FallbackGlyph->AdvanceX
+    ImWchar                     FallbackChar;       // = '?'        // Replacement glyph if one isn't found. Only set via SetFallbackChar()
+
+    // Members: Cold ~18/26 bytes
+    short                       ConfigDataCount;    // ~ 1          // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
+    ImFontConfig*               ConfigData;         //              // Pointer within ContainerAtlas->ConfigData
+    ImFontAtlas*                ContainerAtlas;     //              // What we has been loaded into
+    float                       Ascent, Descent;    //              // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
+    bool                        DirtyLookupTables;
+    int                         MetricsTotalSurface;//              // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+
+    // Methods
+    IMGUI_API ImFont();
+    IMGUI_API ~ImFont();
+    IMGUI_API void              ClearOutputData();
+    IMGUI_API void              BuildLookupTable();
+    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
+    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
+    IMGUI_API void              SetFallbackChar(ImWchar c);
+    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
+    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
+    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
+
+    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
+    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
+    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
+    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
+    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
+    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
+
+    // [Internal]
+    IMGUI_API void              GrowIndex(int new_size);
+    IMGUI_API void              AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
+    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
+#endif
+};
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
+#ifdef IMGUI_INCLUDE_IMGUI_USER_H
+#include "imgui_user.h"
+#endif
diff --git a/source/imgui/imgui_demo.cpp b/source/imgui/imgui_demo.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..8b7b5450b9183a2d96e316694b2b986165aaeb0b
--- /dev/null
+++ b/source/imgui/imgui_demo.cpp
@@ -0,0 +1,3193 @@
+// dear imgui, v1.60
+// (demo code)
+
+// Message to the person tempted to delete this file when integrating ImGui into their code base:
+// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
+// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
+// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
+// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.
+// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect.
+// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty.
+// In other situation, when you have ImGui available you probably want this to be available for reference and execution.
+// Thank you,
+// -Your beloved friend, imgui_demo.cpp (that you won't delete)
+
+// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions. 
+// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code. 
+// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function. 
+// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
+// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include <ctype.h>          // toupper, isprint
+#include <math.h>           // sqrtf, powf, cosf, sinf, floorf, ceilf
+#include <stdio.h>          // vsnprintf, sscanf, printf
+#include <stdlib.h>         // NULL, malloc, free, atoi
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h>         // intptr_t
+#else
+#include <stdint.h>         // intptr_t
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#define snprintf _snprintf
+#endif
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wold-style-cast"             // warning : use of old-style cast                              // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wdeprecated-declarations"    // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"   // warning : cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wformat-security"            // warning : warning: format string is not a string literal
+#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.
+#if __has_warning("-Wreserved-id-macro")
+#pragma clang diagnostic ignored "-Wreserved-id-macro"          // warning : macro name is a reserved identifier                //
+#endif
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"          // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat-security"              // warning : format string is not a string literal (potentially insecure)
+#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
+#if (__GNUC__ >= 6)
+#pragma GCC diagnostic ignored "-Wmisleading-indentation"       // warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on GitHub.
+#endif
+#endif
+
+// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
+#ifdef _WIN32
+#define IM_NEWLINE "\r\n"
+#else
+#define IM_NEWLINE "\n"
+#endif
+
+#define IM_MAX(_A,_B)       (((_A) >= (_B)) ? (_A) : (_B))
+
+//-----------------------------------------------------------------------------
+// DEMO CODE
+//-----------------------------------------------------------------------------
+
+#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS)   // Obsolete name since 1.53, TEST->DEMO
+#define IMGUI_DISABLE_DEMO_WINDOWS
+#endif
+
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
+
+static void ShowExampleAppConsole(bool* p_open);
+static void ShowExampleAppLog(bool* p_open);
+static void ShowExampleAppLayout(bool* p_open);
+static void ShowExampleAppPropertyEditor(bool* p_open);
+static void ShowExampleAppLongText(bool* p_open);
+static void ShowExampleAppAutoResize(bool* p_open);
+static void ShowExampleAppConstrainedResize(bool* p_open);
+static void ShowExampleAppFixedOverlay(bool* p_open);
+static void ShowExampleAppWindowTitles(bool* p_open);
+static void ShowExampleAppCustomRendering(bool* p_open);
+static void ShowExampleAppMainMenuBar();
+static void ShowExampleMenuFile();
+
+static void ShowHelpMarker(const char* desc)
+{
+    ImGui::TextDisabled("(?)");
+    if (ImGui::IsItemHovered())
+    {
+        ImGui::BeginTooltip();
+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
+        ImGui::TextUnformatted(desc);
+        ImGui::PopTextWrapPos();
+        ImGui::EndTooltip();
+    }
+}
+
+void ImGui::ShowUserGuide()
+{
+    ImGui::BulletText("Double-click on title bar to collapse window.");
+    ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents).");
+    ImGui::BulletText("Click and drag on any empty space to move window.");
+    ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+    ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
+    if (ImGui::GetIO().FontAllowUserScaling)
+        ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
+    ImGui::BulletText("Mouse Wheel to scroll.");
+    ImGui::BulletText("While editing text:\n");
+    ImGui::Indent();
+    ImGui::BulletText("Hold SHIFT or use mouse to select text.");
+    ImGui::BulletText("CTRL+Left/Right to word jump.");
+    ImGui::BulletText("CTRL+A or double-click to select all.");
+    ImGui::BulletText("CTRL+X,CTRL+C,CTRL+V to use clipboard.");
+    ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
+    ImGui::BulletText("ESCAPE to revert.");
+    ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
+    ImGui::Unindent();
+}
+
+// Demonstrate most ImGui features (big function!)
+void ImGui::ShowDemoWindow(bool* p_open)
+{
+    // Examples apps
+    static bool show_app_main_menu_bar = false;
+    static bool show_app_console = false;
+    static bool show_app_log = false;
+    static bool show_app_layout = false;
+    static bool show_app_property_editor = false;
+    static bool show_app_long_text = false;
+    static bool show_app_auto_resize = false;
+    static bool show_app_constrained_resize = false;
+    static bool show_app_fixed_overlay = false;
+    static bool show_app_window_titles = false;
+    static bool show_app_custom_rendering = false;
+    static bool show_app_style_editor = false;
+
+    static bool show_app_metrics = false;
+    static bool show_app_about = false;
+
+    if (show_app_main_menu_bar)       ShowExampleAppMainMenuBar();
+    if (show_app_console)             ShowExampleAppConsole(&show_app_console);
+    if (show_app_log)                 ShowExampleAppLog(&show_app_log);
+    if (show_app_layout)              ShowExampleAppLayout(&show_app_layout);
+    if (show_app_property_editor)     ShowExampleAppPropertyEditor(&show_app_property_editor);
+    if (show_app_long_text)           ShowExampleAppLongText(&show_app_long_text);
+    if (show_app_auto_resize)         ShowExampleAppAutoResize(&show_app_auto_resize);
+    if (show_app_constrained_resize)  ShowExampleAppConstrainedResize(&show_app_constrained_resize);
+    if (show_app_fixed_overlay)       ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
+    if (show_app_window_titles)       ShowExampleAppWindowTitles(&show_app_window_titles);
+    if (show_app_custom_rendering)    ShowExampleAppCustomRendering(&show_app_custom_rendering);
+
+    if (show_app_metrics)             { ImGui::ShowMetricsWindow(&show_app_metrics); }
+    if (show_app_style_editor)        { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
+    if (show_app_about)
+    {
+        ImGui::Begin("About Dear ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize);
+        ImGui::Text("Dear ImGui, %s", ImGui::GetVersion());
+        ImGui::Separator();
+        ImGui::Text("By Omar Cornut and all dear imgui contributors.");
+        ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
+        ImGui::End();
+    }
+
+    static bool no_titlebar = false;
+    static bool no_scrollbar = false;
+    static bool no_menu = false;
+    static bool no_move = false;
+    static bool no_resize = false;
+    static bool no_collapse = false;
+    static bool no_close = false;
+    static bool no_nav = false;
+
+    // Demonstrate the various window flags. Typically you would just use the default.
+    ImGuiWindowFlags window_flags = 0;
+    if (no_titlebar)  window_flags |= ImGuiWindowFlags_NoTitleBar;
+    if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
+    if (!no_menu)     window_flags |= ImGuiWindowFlags_MenuBar;
+    if (no_move)      window_flags |= ImGuiWindowFlags_NoMove;
+    if (no_resize)    window_flags |= ImGuiWindowFlags_NoResize;
+    if (no_collapse)  window_flags |= ImGuiWindowFlags_NoCollapse;
+    if (no_nav)       window_flags |= ImGuiWindowFlags_NoNav;
+    if (no_close)     p_open = NULL; // Don't pass our bool* to Begin
+
+    ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
+    if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
+    {
+        // Early out if the window is collapsed, as an optimization.
+        ImGui::End();
+        return;
+    }
+
+    //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);    // 2/3 of the space for widget and 1/3 for labels
+    ImGui::PushItemWidth(-140);                                 // Right align, keep 140 pixels for labels
+
+    ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
+
+    // Menu
+    if (ImGui::BeginMenuBar())
+    {
+        if (ImGui::BeginMenu("Menu"))
+        {
+            ShowExampleMenuFile();
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Examples"))
+        {
+            ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
+            ImGui::MenuItem("Console", NULL, &show_app_console);
+            ImGui::MenuItem("Log", NULL, &show_app_log);
+            ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
+            ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
+            ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
+            ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
+            ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
+            ImGui::MenuItem("Simple overlay", NULL, &show_app_fixed_overlay);
+            ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
+            ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Help"))
+        {
+            ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
+            ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
+            ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
+            ImGui::EndMenu();
+        }
+        ImGui::EndMenuBar();
+    }
+
+    ImGui::Spacing();
+    if (ImGui::CollapsingHeader("Help"))
+    {
+        ImGui::TextWrapped("This window is being created by the ShowDemoWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
+        ImGui::Text("USER GUIDE:");
+        ImGui::ShowUserGuide();
+    }
+
+    if (ImGui::CollapsingHeader("Window options"))
+    {
+        ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::SameLine(150);
+        ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300);
+        ImGui::Checkbox("No menu", &no_menu);
+        ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150);
+        ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300);
+        ImGui::Checkbox("No collapse", &no_collapse);
+        ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
+        ImGui::Checkbox("No nav", &no_nav);
+
+        if (ImGui::TreeNode("Style"))
+        {
+            ImGui::ShowStyleEditor();
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Capture/Logging"))
+        {
+            ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded. You can also call ImGui::LogText() to output directly to the log without a visual output.");
+            ImGui::LogButtons();
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Widgets"))
+    {
+        if (ImGui::TreeNode("Basic"))
+        {
+            static int clicked = 0;
+            if (ImGui::Button("Button")) 
+                clicked++;
+            if (clicked & 1)
+            {
+                ImGui::SameLine();
+                ImGui::Text("Thanks for clicking me!");
+            }
+
+            static bool check = true;
+            ImGui::Checkbox("checkbox", &check);
+
+            static int e = 0;
+            ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
+            ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
+            ImGui::RadioButton("radio c", &e, 2);
+
+            // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
+            for (int i = 0; i < 7; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::PushID(i);
+                ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f));
+                ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f));
+                ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f));
+                ImGui::Button("Click");
+                ImGui::PopStyleColor(3);
+                ImGui::PopID();
+            }
+
+            // Arrow buttons
+            float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
+            if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
+            ImGui::SameLine(0.0f, spacing);
+            if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
+
+            ImGui::Text("Hover over me");
+            if (ImGui::IsItemHovered())
+                ImGui::SetTooltip("I am a tooltip");
+
+            ImGui::SameLine();
+            ImGui::Text("- or me");
+            if (ImGui::IsItemHovered())
+            {
+                ImGui::BeginTooltip();
+                ImGui::Text("I am a fancy tooltip");
+                static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+                ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
+                ImGui::EndTooltip();
+            }
+
+            ImGui::Separator();
+
+            ImGui::LabelText("label", "Value");
+
+            {
+                // Using the _simplified_ one-liner Combo() api here
+                const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+                static int item_current = 0;
+                ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
+                ImGui::SameLine(); ShowHelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n");
+            }
+
+            {
+                static char str0[128] = "Hello, world!";
+                static int i0 = 123;
+                static float f0 = 0.001f;
+                ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
+                ImGui::SameLine(); ShowHelpMarker("Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n");
+
+                ImGui::InputInt("input int", &i0);
+                ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n  e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
+
+                ImGui::InputFloat("input float", &f0, 0.01f, 1.0f);
+
+                // NB: You can use the %e notation as well.
+                static double d0 = 999999.000001;
+                ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.6f");
+                ImGui::SameLine(); ShowHelpMarker("You can input value using the scientific notation,\n  e.g. \"1e+8\" becomes \"100000000\".\n");
+
+                static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+                ImGui::InputFloat3("input float3", vec4a);
+            }
+
+            {
+                static int i1 = 50, i2 = 42;
+                ImGui::DragInt("drag int", &i1, 1);
+                ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
+
+                ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%.0f%%");
+
+                static float f1=1.00f, f2=0.0067f;
+                ImGui::DragFloat("drag float", &f1, 0.005f);
+                ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
+            }
+
+            {
+                static int i1=0;
+                ImGui::SliderInt("slider int", &i1, -1, 3);
+                ImGui::SameLine(); ShowHelpMarker("CTRL+click to input value.");
+
+                static float f1=0.123f, f2=0.0f;
+                ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
+                ImGui::SliderFloat("slider log float", &f2, -10.0f, 10.0f, "%.4f", 3.0f);
+                static float angle = 0.0f;
+                ImGui::SliderAngle("slider angle", &angle);
+            }
+
+            {
+                static float col1[3] = { 1.0f,0.0f,0.2f };
+                static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
+                ImGui::ColorEdit3("color 1", col1);
+                ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n");
+
+                ImGui::ColorEdit4("color 2", col2);
+            }
+
+            {
+                // List box
+                const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
+                static int listbox_item_current = 1;
+                ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
+
+                //static int listbox_item_current2 = 2;
+                //ImGui::PushItemWidth(-1);
+                //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
+                //ImGui::PopItemWidth();
+            }
+
+            ImGui::TreePop();
+        }
+
+        // Testing ImGuiOnceUponAFrame helper.
+        //static ImGuiOnceUponAFrame once;
+        //for (int i = 0; i < 5; i++)
+        //    if (once)
+        //        ImGui::Text("This will be displayed only once.");
+
+        if (ImGui::TreeNode("Trees"))
+        {
+            if (ImGui::TreeNode("Basic trees"))
+            {
+                for (int i = 0; i < 5; i++)
+                    if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
+                    {
+                        ImGui::Text("blah blah");
+                        ImGui::SameLine(); 
+                        if (ImGui::SmallButton("button")) { };
+                        ImGui::TreePop();
+                    }
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNode("Advanced, with Selectable nodes"))
+            {
+                ShowHelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
+                static bool align_label_with_current_x_position = false;
+                ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
+                ImGui::Text("Hello!");
+                if (align_label_with_current_x_position)
+                    ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
+
+                static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
+                int node_clicked = -1;                // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.
+                ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents.
+                for (int i = 0; i < 6; i++)
+                {
+                    // Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
+                    ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0);
+                    if (i < 3)
+                    {
+                        // Node
+                        bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
+                        if (ImGui::IsItemClicked()) 
+                            node_clicked = i;
+                        if (node_open)
+                        {
+                            ImGui::Text("Blah blah\nBlah Blah");
+                            ImGui::TreePop();
+                        }
+                    }
+                    else
+                    {
+                        // Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().
+                        node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
+                        ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
+                        if (ImGui::IsItemClicked()) 
+                            node_clicked = i;
+                    }
+                }
+                if (node_clicked != -1)
+                {
+                    // Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame.
+                    if (ImGui::GetIO().KeyCtrl)
+                        selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle
+                    else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection
+                        selection_mask = (1 << node_clicked);           // Click to single-select
+                }
+                ImGui::PopStyleVar();
+                if (align_label_with_current_x_position)
+                    ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
+                ImGui::TreePop();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Collapsing Headers"))
+        {
+            static bool closable_group = true;
+            ImGui::Checkbox("Enable extra group", &closable_group);
+            if (ImGui::CollapsingHeader("Header"))
+            {
+                ImGui::Text("IsItemHovered: %d", IsItemHovered());
+                for (int i = 0; i < 5; i++)
+                    ImGui::Text("Some content %d", i);
+            }
+            if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
+            {
+                ImGui::Text("IsItemHovered: %d", IsItemHovered());
+                for (int i = 0; i < 5; i++)
+                    ImGui::Text("More content %d", i);
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Bullets"))
+        {
+            ImGui::BulletText("Bullet point 1");
+            ImGui::BulletText("Bullet point 2\nOn multiple lines");
+            ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
+            ImGui::Bullet(); ImGui::SmallButton("Button");
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Text"))
+        {
+            if (ImGui::TreeNode("Colored Text"))
+            {
+                // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
+                ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink");
+                ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow");
+                ImGui::TextDisabled("Disabled");
+                ImGui::SameLine(); ShowHelpMarker("The TextDisabled color is stored in ImGuiStyle.");
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNode("Word Wrapping"))
+            {
+                // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
+                ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.");
+                ImGui::Spacing();
+
+                static float wrap_width = 200.0f;
+                ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
+
+                ImGui::Text("Test paragraph 1:");
+                ImVec2 pos = ImGui::GetCursorScreenPos();
+                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
+                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+                ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
+                ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
+                ImGui::PopTextWrapPos();
+
+                ImGui::Text("Test paragraph 2:");
+                pos = ImGui::GetCursorScreenPos();
+                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
+                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+                ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");
+                ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
+                ImGui::PopTextWrapPos();
+
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNode("UTF-8 Text"))
+            {
+                // UTF-8 test with Japanese characters
+                // (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)
+                // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
+                // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')
+                // - HOWEVER, FOR THIS DEMO FILE, BECAUSE WE WANT TO SUPPORT COMPILER, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.
+                //   Instead we are encoding a few string with hexadecimal constants. Don't do this in your application!
+                // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
+                ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges.");
+                ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
+                ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
+                static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; // "nihongo"
+                ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
+                ImGui::TreePop();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Images"))
+        {
+            ImGuiIO& io = ImGui::GetIO();
+            ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
+
+            // Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
+            // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
+            // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID.
+            // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
+            // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc.
+            // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
+            // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
+            ImTextureID my_tex_id = io.Fonts->TexID; 
+            float my_tex_w = (float)io.Fonts->TexWidth;
+            float my_tex_h = (float)io.Fonts->TexHeight;
+
+            ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
+            ImVec2 pos = ImGui::GetCursorScreenPos();
+            ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
+            if (ImGui::IsItemHovered())
+            {
+                ImGui::BeginTooltip();
+                float region_sz = 32.0f;
+                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) region_x = 0.0f; else if (region_x > my_tex_w - region_sz) region_x = my_tex_w - region_sz;
+                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; if (region_y < 0.0f) region_y = 0.0f; else if (region_y > my_tex_h - region_sz) region_y = my_tex_h - region_sz;
+                float zoom = 4.0f;
+                ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
+                ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
+                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
+                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
+                ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128));
+                ImGui::EndTooltip();
+            }
+            ImGui::TextWrapped("And now some textured buttons..");
+            static int pressed_count = 0;
+            for (int i = 0; i < 8; i++)
+            {
+                ImGui::PushID(i);
+                int frame_padding = -1 + i;     // -1 = uses default padding
+                if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImColor(0,0,0,255)))
+                    pressed_count += 1;
+                ImGui::PopID();
+                ImGui::SameLine();
+            }
+            ImGui::NewLine();
+            ImGui::Text("Pressed %d times.", pressed_count);
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Combo"))
+        {
+            // Expose flags as checkbox for the demo
+            static ImGuiComboFlags flags = 0;
+            ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft);
+            if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton))
+                flags &= ~ImGuiComboFlags_NoPreview;     // Clear the other flag, as we cannot combine both
+            if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview))
+                flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both
+
+            // General BeginCombo() API, you have full control over your selection data and display type.
+            // (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.)
+            const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+            static const char* item_current = items[0];            // Here our selection is a single pointer stored outside the object.
+            if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo.
+            {
+                for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+                {
+                    bool is_selected = (item_current == items[n]);
+                    if (ImGui::Selectable(items[n], is_selected))
+                        item_current = items[n];
+                    if (is_selected)
+                        ImGui::SetItemDefaultFocus();   // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch)
+                }
+                ImGui::EndCombo();
+            }
+
+            // Simplified one-liner Combo() API, using values packed in a single constant string
+            static int item_current_2 = 0; 
+            ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+
+            // Simplified one-liner Combo() using an array of const char*
+            static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
+            ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
+
+            // Simplified one-liner Combo() using an accessor function
+            struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } };
+            static int item_current_4 = 0;
+            ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items));
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Selectables"))
+        {
+            // Selectable() has 2 overloads:
+            // - The one taking "bool selected" as a read-only selection information. When Selectable() has been clicked is returns true and you can alter selection state accordingly.
+            // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
+            // The earlier is more flexible, as in real application your selection may be stored in a different manner (in flags within objects, as an external list, etc).
+            if (ImGui::TreeNode("Basic"))
+            {
+                static bool selection[5] = { false, true, false, false, false };
+                ImGui::Selectable("1. I am selectable", &selection[0]);
+                ImGui::Selectable("2. I am selectable", &selection[1]);
+                ImGui::Text("3. I am not selectable");
+                ImGui::Selectable("4. I am selectable", &selection[3]);
+                if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick))
+                    if (ImGui::IsMouseDoubleClicked(0))
+                        selection[4] = !selection[4];
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("Selection State: Single Selection"))
+            {
+                static int selected = -1;
+                for (int n = 0; n < 5; n++)
+                {
+                    char buf[32];
+                    sprintf(buf, "Object %d", n);
+                    if (ImGui::Selectable(buf, selected == n)) 
+                        selected = n;
+                }
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("Selection State: Multiple Selection"))
+            {
+                ShowHelpMarker("Hold CTRL and click to select multiple items.");
+                static bool selection[5] = { false, false, false, false, false };
+                for (int n = 0; n < 5; n++)
+                {
+                    char buf[32];
+                    sprintf(buf, "Object %d", n);
+                    if (ImGui::Selectable(buf, selection[n]))
+                    {
+                        if (!ImGui::GetIO().KeyCtrl)    // Clear selection when CTRL is not held
+                            memset(selection, 0, sizeof(selection)); 
+                        selection[n] ^= 1;
+                    }
+                }
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("Rendering more text into the same line"))
+            {
+                // Using the Selectable() override that takes "bool* p_selected" parameter and toggle your booleans automatically.
+                static bool selected[3] = { false, false, false };
+                ImGui::Selectable("main.c",    &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
+                ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes");
+                ImGui::Selectable("Hello.h",   &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("In columns"))
+            {
+                ImGui::Columns(3, NULL, false);
+                static bool selected[16] = { 0 };
+                for (int i = 0; i < 16; i++)
+                {
+                    char label[32]; sprintf(label, "Item %d", i);
+                    if (ImGui::Selectable(label, &selected[i])) {}
+                    ImGui::NextColumn();
+                }
+                ImGui::Columns(1);
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("Grid"))
+            {
+                static bool selected[16] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
+                for (int i = 0; i < 16; i++)
+                {
+                    ImGui::PushID(i);
+                    if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
+                    {
+                        int x = i % 4, y = i / 4;
+                        if (x > 0) selected[i - 1] ^= 1;
+                        if (x < 3) selected[i + 1] ^= 1;
+                        if (y > 0) selected[i - 4] ^= 1;
+                        if (y < 3) selected[i + 4] ^= 1;
+                    }
+                    if ((i % 4) < 3) ImGui::SameLine();
+                    ImGui::PopID();
+                }
+                ImGui::TreePop();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Filtered Text Input"))
+        {
+            static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
+            static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
+            static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+            static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
+            static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
+            struct TextFilters { static int FilterImGuiLetters(ImGuiTextEditCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
+            static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
+
+            ImGui::Text("Password input");
+            static char bufpass[64] = "password123";
+            ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
+            ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
+            ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Multi-line Text Input"))
+        {
+            static bool read_only = false;
+            static char text[1024*16] =
+                "/*\n"
+                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
+                " the hexadecimal encoding of one offending instruction,\n"
+                " more formally, the invalid operand with locked CMPXCHG8B\n"
+                " instruction bug, is a design flaw in the majority of\n"
+                " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
+                " processors (all in the P5 microarchitecture).\n"
+                "*/\n\n"
+                "label:\n"
+                "\tlock cmpxchg8b eax\n";
+
+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+            ImGui::Checkbox("Read-only", &read_only);
+            ImGui::PopStyleVar();
+            ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0));
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Plots widgets"))
+        {
+            static bool animate = true;
+            ImGui::Checkbox("Animate", &animate);
+
+            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+            ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
+
+            // Create a dummy array of contiguous float values to plot
+            // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter.
+            static float values[90] = { 0 };
+            static int values_offset = 0;
+            static float refresh_time = 0.0f;
+            if (!animate || refresh_time == 0.0f)
+                refresh_time = ImGui::GetTime();
+            while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo
+            {
+                static float phase = 0.0f;
+                values[values_offset] = cosf(phase);
+                values_offset = (values_offset+1) % IM_ARRAYSIZE(values);
+                phase += 0.10f*values_offset;
+                refresh_time += 1.0f/60.0f;
+            }
+            ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
+            ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
+
+            // Use functions to generate output
+            // FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count.
+            struct Funcs
+            {
+                static float Sin(void*, int i) { return sinf(i * 0.1f); }
+                static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }
+            };
+            static int func_type = 0, display_count = 70;
+            ImGui::Separator();
+            ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth();
+            ImGui::SameLine();
+            ImGui::SliderInt("Sample count", &display_count, 1, 400);
+            float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
+            ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
+            ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
+            ImGui::Separator();
+
+            // Animate a simple progress bar
+            static float progress = 0.0f, progress_dir = 1.0f;
+            if (animate)
+            {
+                progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
+                if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
+                if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
+            }
+
+            // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
+            ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f));
+            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+            ImGui::Text("Progress Bar");
+
+            float progress_saturated = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress;
+            char buf[32];
+            sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753);
+            ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf);
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Color/Picker Widgets"))
+        {
+            static ImVec4 color = ImColor(114, 144, 154, 200);
+
+            static bool alpha_preview = true;
+            static bool alpha_half_preview = false;
+            static bool options_menu = true;
+            static bool hdr = false;
+            ImGui::Checkbox("With Alpha Preview", &alpha_preview);
+            ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);
+            ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); ShowHelpMarker("Right-click on the individual color widget to show options.");
+            ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); ShowHelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
+            int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
+
+            ImGui::Text("Color widget:");
+            ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n");
+            ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
+
+            ImGui::Text("Color widget HSV with Alpha:");
+            ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_HSV | misc_flags);
+
+            ImGui::Text("Color widget with Float Display:");
+            ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
+
+            ImGui::Text("Color button with Picker:");
+            ImGui::SameLine(); ShowHelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup.");
+            ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
+
+            ImGui::Text("Color button with Custom Picker Popup:");
+
+            // Generate a dummy palette
+            static bool saved_palette_inited = false;
+            static ImVec4 saved_palette[32];
+            if (!saved_palette_inited)
+                for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
+                {
+                    ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
+                    saved_palette[n].w = 1.0f; // Alpha
+                }
+            saved_palette_inited = true;
+
+            static ImVec4 backup_color;
+            bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
+            ImGui::SameLine();
+            open_popup |= ImGui::Button("Palette");
+            if (open_popup)
+            {
+                ImGui::OpenPopup("mypicker");
+                backup_color = color;
+            }
+            if (ImGui::BeginPopup("mypicker"))
+            {
+                // FIXME: Adding a drag and drop example here would be perfect!
+                ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
+                ImGui::Separator();
+                ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
+                ImGui::SameLine();
+                ImGui::BeginGroup();
+                ImGui::Text("Current");
+                ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40));
+                ImGui::Text("Previous");
+                if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40)))
+                    color = backup_color;
+                ImGui::Separator();
+                ImGui::Text("Palette");
+                for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
+                {
+                    ImGui::PushID(n);
+                    if ((n % 8) != 0)
+                        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
+                    if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20)))
+                        color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
+
+                    if (ImGui::BeginDragDropTarget())
+                    {
+                        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
+                            memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
+                        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+                            memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
+                        EndDragDropTarget();
+                    }
+
+                    ImGui::PopID();
+                }
+                ImGui::EndGroup();
+                ImGui::EndPopup();
+            }
+
+            ImGui::Text("Color button only:");
+            ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags, ImVec2(80,80));
+
+            ImGui::Text("Color picker:");
+            static bool alpha = true;
+            static bool alpha_bar = true;
+            static bool side_preview = true;
+            static bool ref_color = false;
+            static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f);
+            static int inputs_mode = 2;
+            static int picker_mode = 0;
+            ImGui::Checkbox("With Alpha", &alpha);
+            ImGui::Checkbox("With Alpha Bar", &alpha_bar);
+            ImGui::Checkbox("With Side Preview", &side_preview);
+            if (side_preview)
+            {
+                ImGui::SameLine();
+                ImGui::Checkbox("With Ref Color", &ref_color);
+                if (ref_color)
+                {
+                    ImGui::SameLine();
+                    ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);
+                }
+            }
+            ImGui::Combo("Inputs Mode", &inputs_mode, "All Inputs\0No Inputs\0RGB Input\0HSV Input\0HEX Input\0");
+            ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0");
+            ImGui::SameLine(); ShowHelpMarker("User can right-click the picker to change mode.");
+            ImGuiColorEditFlags flags = misc_flags;
+            if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
+            if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
+            if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview;
+            if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;
+            if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;
+            if (inputs_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;
+            if (inputs_mode == 2) flags |= ImGuiColorEditFlags_RGB;
+            if (inputs_mode == 3) flags |= ImGuiColorEditFlags_HSV;
+            if (inputs_mode == 4) flags |= ImGuiColorEditFlags_HEX;
+            ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
+
+            ImGui::Text("Programmatically set defaults/options:");
+            ImGui::SameLine(); ShowHelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible.");
+            if (ImGui::Button("Uint8 + HSV"))
+                ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_HSV);
+            ImGui::SameLine();
+            if (ImGui::Button("Float + HDR"))
+                ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_RGB);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Range Widgets"))
+        {
+            static float begin = 10, end = 90;
+            static int begin_i = 100, end_i = 1000;
+            ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%");
+            ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %.0f units", "Max: %.0f units");
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Multi-component Widgets"))
+        {
+            static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+            static int vec4i[4] = { 1, 5, 100, 255 };
+
+            ImGui::InputFloat2("input float2", vec4f);
+            ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
+            ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
+            ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
+            ImGui::InputInt2("input int2", vec4i);
+            ImGui::SliderInt2("slider int2", vec4i, 0, 255);
+            ImGui::Spacing();
+
+            ImGui::InputFloat3("input float3", vec4f);
+            ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
+            ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
+            ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
+            ImGui::InputInt3("input int3", vec4i);
+            ImGui::SliderInt3("slider int3", vec4i, 0, 255);
+            ImGui::Spacing();
+
+            ImGui::InputFloat4("input float4", vec4f);
+            ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
+            ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
+            ImGui::InputInt4("input int4", vec4i);
+            ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
+            ImGui::SliderInt4("slider int4", vec4i, 0, 255);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Vertical Sliders"))
+        {
+            const float spacing = 4;
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
+
+            static int int_value = 0;
+            ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5);
+            ImGui::SameLine();
+
+            static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
+            ImGui::PushID("set1");
+            for (int i = 0; i < 7; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::PushID(i);
+                ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f));
+                ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f));
+                ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f));
+                ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f));
+                ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, "");
+                if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                    ImGui::SetTooltip("%.3f", values[i]);
+                ImGui::PopStyleColor(4);
+                ImGui::PopID();
+            }
+            ImGui::PopID();
+
+            ImGui::SameLine();
+            ImGui::PushID("set2");
+            static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
+            const int rows = 3;
+            const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows);
+            for (int nx = 0; nx < 4; nx++)
+            {
+                if (nx > 0) ImGui::SameLine();
+                ImGui::BeginGroup();
+                for (int ny = 0; ny < rows; ny++)
+                {
+                    ImGui::PushID(nx*rows+ny);
+                    ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
+                    if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                        ImGui::SetTooltip("%.3f", values2[nx]);
+                    ImGui::PopID();
+                }
+                ImGui::EndGroup();
+            }
+            ImGui::PopID();
+
+            ImGui::SameLine();
+            ImGui::PushID("set3");
+            for (int i = 0; i < 4; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::PushID(i);
+                ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
+                ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
+                ImGui::PopStyleVar();
+                ImGui::PopID();
+            }
+            ImGui::PopID();
+            ImGui::PopStyleVar();
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Layout"))
+    {
+        if (ImGui::TreeNode("Child regions"))
+        {
+            static bool disable_mouse_wheel = false;
+            static bool disable_menu = false;
+            ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
+            ImGui::Checkbox("Disable Menu", &disable_menu);
+
+            static int line = 50;
+            bool goto_line = ImGui::Button("Goto");
+            ImGui::SameLine();
+            ImGui::PushItemWidth(100);
+            goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue);
+            ImGui::PopItemWidth();
+
+            // Child 1: no border, enable horizontal scrollbar
+            {
+                ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 300), false, ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0));
+                for (int i = 0; i < 100; i++)
+                {
+                    ImGui::Text("%04d: scrollable region", i);
+                    if (goto_line && line == i)
+                        ImGui::SetScrollHere();
+                }
+                if (goto_line && line >= 100)
+                    ImGui::SetScrollHere();
+                ImGui::EndChild();
+            }
+
+            ImGui::SameLine();
+
+            // Child 2: rounded border
+            {
+                ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
+                ImGui::BeginChild("Child2", ImVec2(0,300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar));
+                if (!disable_menu && ImGui::BeginMenuBar())
+                {
+                    if (ImGui::BeginMenu("Menu"))
+                    {
+                        ShowExampleMenuFile();
+                        ImGui::EndMenu();
+                    }
+                    ImGui::EndMenuBar();
+                }
+                ImGui::Columns(2);
+                for (int i = 0; i < 100; i++)
+                {
+                    if (i == 50)
+                        ImGui::NextColumn();
+                    char buf[32];
+                    sprintf(buf, "%08x", i*5731);
+                    ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
+                }
+                ImGui::EndChild();
+                ImGui::PopStyleVar();
+            }
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Widgets Width"))
+        {
+            static float f = 0.0f;
+            ImGui::Text("PushItemWidth(100)");
+            ImGui::SameLine(); ShowHelpMarker("Fixed width.");
+            ImGui::PushItemWidth(100);
+            ImGui::DragFloat("float##1", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f)");
+            ImGui::SameLine(); ShowHelpMarker("Half of window width.");
+            ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
+            ImGui::DragFloat("float##2", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f)");
+            ImGui::SameLine(); ShowHelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
+            ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f);
+            ImGui::DragFloat("float##3", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(-100)");
+            ImGui::SameLine(); ShowHelpMarker("Align to right edge minus 100");
+            ImGui::PushItemWidth(-100);
+            ImGui::DragFloat("float##4", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(-1)");
+            ImGui::SameLine(); ShowHelpMarker("Align to right edge");
+            ImGui::PushItemWidth(-1);
+            ImGui::DragFloat("float##5", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Basic Horizontal Layout"))
+        {
+            ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
+
+            // Text
+            ImGui::Text("Two items: Hello"); ImGui::SameLine();
+            ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
+
+            // Adjust spacing
+            ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
+            ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
+
+            // Button
+            ImGui::AlignTextToFramePadding();
+            ImGui::Text("Normal buttons"); ImGui::SameLine();
+            ImGui::Button("Banana"); ImGui::SameLine();
+            ImGui::Button("Apple"); ImGui::SameLine();
+            ImGui::Button("Corniflower");
+
+            // Button
+            ImGui::Text("Small buttons"); ImGui::SameLine();
+            ImGui::SmallButton("Like this one"); ImGui::SameLine();
+            ImGui::Text("can fit within a text block.");
+
+            // Aligned to arbitrary position. Easy/cheap column.
+            ImGui::Text("Aligned");
+            ImGui::SameLine(150); ImGui::Text("x=150");
+            ImGui::SameLine(300); ImGui::Text("x=300");
+            ImGui::Text("Aligned");
+            ImGui::SameLine(150); ImGui::SmallButton("x=150");
+            ImGui::SameLine(300); ImGui::SmallButton("x=300");
+
+            // Checkbox
+            static bool c1=false,c2=false,c3=false,c4=false;
+            ImGui::Checkbox("My", &c1); ImGui::SameLine();
+            ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
+            ImGui::Checkbox("Is", &c3); ImGui::SameLine();
+            ImGui::Checkbox("Rich", &c4);
+
+            // Various
+            static float f0=1.0f, f1=2.0f, f2=3.0f;
+            ImGui::PushItemWidth(80);
+            const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
+            static int item = -1;
+            ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
+            ImGui::SliderFloat("X", &f0, 0.0f,5.0f); ImGui::SameLine();
+            ImGui::SliderFloat("Y", &f1, 0.0f,5.0f); ImGui::SameLine();
+            ImGui::SliderFloat("Z", &f2, 0.0f,5.0f);
+            ImGui::PopItemWidth();
+
+            ImGui::PushItemWidth(80);
+            ImGui::Text("Lists:");
+            static int selection[4] = { 0, 1, 2, 3 };
+            for (int i = 0; i < 4; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::PushID(i);
+                ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
+                ImGui::PopID();
+                //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
+            }
+            ImGui::PopItemWidth();
+
+            // Dummy
+            ImVec2 sz(30,30);
+            ImGui::Button("A", sz); ImGui::SameLine();
+            ImGui::Dummy(sz); ImGui::SameLine();
+            ImGui::Button("B", sz);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Groups"))
+        {
+            ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)");
+            ImGui::BeginGroup();
+            {
+                ImGui::BeginGroup();
+                ImGui::Button("AAA");
+                ImGui::SameLine();
+                ImGui::Button("BBB");
+                ImGui::SameLine();
+                ImGui::BeginGroup();
+                ImGui::Button("CCC");
+                ImGui::Button("DDD");
+                ImGui::EndGroup();
+                ImGui::SameLine();
+                ImGui::Button("EEE");
+                ImGui::EndGroup();
+                if (ImGui::IsItemHovered())
+                    ImGui::SetTooltip("First group hovered");
+            }
+            // Capture the group size and create widgets using the same size
+            ImVec2 size = ImGui::GetItemRectSize();
+            const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };
+            ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);
+
+            ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));
+            ImGui::SameLine();
+            ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));
+            ImGui::EndGroup();
+            ImGui::SameLine();
+
+            ImGui::Button("LEVERAGE\nBUZZWORD", size);
+            ImGui::SameLine();
+
+            ImGui::ListBoxHeader("List", size);
+            ImGui::Selectable("Selected", true);
+            ImGui::Selectable("Not Selected", false);
+            ImGui::ListBoxFooter();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Text Baseline Alignment"))
+        {
+            ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)");
+
+            ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Text("Banana"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("One\nTwo\nThree");
+
+            ImGui::Button("HOP##1"); ImGui::SameLine();
+            ImGui::Text("Banana"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Button("HOP##2"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Button("TEST##1"); ImGui::SameLine();
+            ImGui::Text("TEST"); ImGui::SameLine();
+            ImGui::SmallButton("TEST##2");
+
+            ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets.
+            ImGui::Text("Text aligned to Widget"); ImGui::SameLine();
+            ImGui::Button("Widget##1"); ImGui::SameLine();
+            ImGui::Text("Widget"); ImGui::SameLine();
+            ImGui::SmallButton("Widget##2"); ImGui::SameLine();
+            ImGui::Button("Widget##3");
+
+            // Tree
+            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
+            ImGui::Button("Button##1");
+            ImGui::SameLine(0.0f, spacing);
+            if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }    // Dummy tree data
+
+            ImGui::AlignTextToFramePadding();         // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
+            bool node_open = ImGui::TreeNode("Node##2");  // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
+            if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }   // Dummy tree data
+
+            // Bullet
+            ImGui::Button("Button##3");
+            ImGui::SameLine(0.0f, spacing);
+            ImGui::BulletText("Bullet text");
+
+            ImGui::AlignTextToFramePadding();
+            ImGui::BulletText("Node");
+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Scrolling"))
+        {
+            ImGui::TextWrapped("(Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position.)");
+            static bool track = true;
+            static int track_line = 50, scroll_to_px = 200;
+            ImGui::Checkbox("Track", &track);
+            ImGui::PushItemWidth(100);
+            ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %.0f");
+            bool scroll_to = ImGui::Button("Scroll To Pos");
+            ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %.0f px");
+            ImGui::PopItemWidth();
+            if (scroll_to) track = false;
+
+            for (int i = 0; i < 5; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::BeginGroup();
+                ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom");
+                ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true);
+                if (scroll_to)
+                    ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f);
+                for (int line = 0; line < 100; line++)
+                {
+                    if (track && line == track_line)
+                    {
+                        ImGui::TextColored(ImColor(255,255,0), "Line %d", line);
+                        ImGui::SetScrollHere(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
+                    }
+                    else
+                    {
+                        ImGui::Text("Line %d", line);
+                    }
+                }
+                float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY();
+                ImGui::EndChild();
+                ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y);
+                ImGui::EndGroup();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Horizontal Scrolling"))
+        {
+            ImGui::Bullet(); ImGui::TextWrapped("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.");
+            ImGui::Bullet(); ImGui::TextWrapped("You may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
+            static int lines = 7;
+            ImGui::SliderInt("Lines", &lines, 1, 15);
+            ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
+            ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetFrameHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar);
+            for (int line = 0; line < lines; line++)
+            {
+                // Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off 
+                // manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API)
+                int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
+                for (int n = 0; n < num_buttons; n++)
+                {
+                    if (n > 0) ImGui::SameLine();
+                    ImGui::PushID(n + line * 1000);
+                    char num_buf[16];
+                    sprintf(num_buf, "%d", n);
+                    const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : num_buf;
+                    float hue = n*0.05f;
+                    ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));
+                    ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));
+                    ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));
+                    ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));
+                    ImGui::PopStyleColor(3);
+                    ImGui::PopID();
+                }
+            }
+            float scroll_x = ImGui::GetScrollX(), scroll_max_x = ImGui::GetScrollMaxX();
+            ImGui::EndChild();
+            ImGui::PopStyleVar(2);
+            float scroll_x_delta = 0.0f;
+            ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); 
+            ImGui::Text("Scroll from code"); ImGui::SameLine();
+            ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); 
+            ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
+            if (scroll_x_delta != 0.0f)
+            {
+                ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window)
+                ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
+                ImGui::End();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Clipping"))
+        {
+            static ImVec2 size(100, 100), offset(50, 20);
+            ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost.");
+            ImGui::DragFloat2("size", (float*)&size, 0.5f, 0.0f, 200.0f, "%.0f");
+            ImGui::TextWrapped("(Click and drag)");
+            ImVec2 pos = ImGui::GetCursorScreenPos();
+            ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y);
+            ImGui::InvisibleButton("##dummy", size);
+            if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }
+            ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), IM_COL32(90,90,120,255));
+            ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), IM_COL32(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Popups & Modal windows"))
+    {
+        if (ImGui::TreeNode("Popups"))
+        {
+            ImGui::TextWrapped("When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it.");
+
+            static int selected_fish = -1;
+            const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };
+            static bool toggles[] = { true, false, false, false, false };
+
+            // Simple selection popup
+            // (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
+            if (ImGui::Button("Select.."))
+                ImGui::OpenPopup("select");
+            ImGui::SameLine();
+            ImGui::TextUnformatted(selected_fish == -1 ? "<None>" : names[selected_fish]);
+            if (ImGui::BeginPopup("select"))
+            {
+                ImGui::Text("Aquarium");
+                ImGui::Separator();
+                for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                    if (ImGui::Selectable(names[i]))
+                        selected_fish = i;
+                ImGui::EndPopup();
+            }
+
+            // Showing a menu with toggles
+            if (ImGui::Button("Toggle.."))
+                ImGui::OpenPopup("toggle");
+            if (ImGui::BeginPopup("toggle"))
+            {
+                for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                    ImGui::MenuItem(names[i], "", &toggles[i]);
+                if (ImGui::BeginMenu("Sub-menu"))
+                {
+                    ImGui::MenuItem("Click me");
+                    ImGui::EndMenu();
+                }
+
+                ImGui::Separator();
+                ImGui::Text("Tooltip here");
+                if (ImGui::IsItemHovered())
+                    ImGui::SetTooltip("I am a tooltip over a popup");
+
+                if (ImGui::Button("Stacked Popup"))
+                    ImGui::OpenPopup("another popup");
+                if (ImGui::BeginPopup("another popup"))
+                {
+                    for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                        ImGui::MenuItem(names[i], "", &toggles[i]);
+                    if (ImGui::BeginMenu("Sub-menu"))
+                    {
+                        ImGui::MenuItem("Click me");
+                        ImGui::EndMenu();
+                    }
+                    ImGui::EndPopup();
+                }
+                ImGui::EndPopup();
+            }
+
+            if (ImGui::Button("Popup Menu.."))
+                ImGui::OpenPopup("FilePopup");
+            if (ImGui::BeginPopup("FilePopup"))
+            {
+                ShowExampleMenuFile();
+                ImGui::EndPopup();
+            }
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Context menus"))
+        {
+            // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
+            //    if (IsItemHovered() && IsMouseClicked(0))
+            //       OpenPopup(id);
+            //    return BeginPopup(id);
+            // For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation.
+            static float value = 0.5f;
+            ImGui::Text("Value = %.3f (<-- right-click here)", value);
+            if (ImGui::BeginPopupContextItem("item context menu"))
+            {
+                if (ImGui::Selectable("Set to zero")) value = 0.0f;
+                if (ImGui::Selectable("Set to PI")) value = 3.1415f;
+                ImGui::PushItemWidth(-1);
+                ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);
+                ImGui::PopItemWidth();
+                ImGui::EndPopup();
+            }
+
+            static char name[32] = "Label1";
+            char buf[64]; sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label
+            ImGui::Button(buf);
+            if (ImGui::BeginPopupContextItem()) // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
+            {
+                ImGui::Text("Edit name:");
+                ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));
+                if (ImGui::Button("Close"))
+                    ImGui::CloseCurrentPopup();
+                ImGui::EndPopup();
+            }
+            ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Modals"))
+        {
+            ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window.");
+
+            if (ImGui::Button("Delete.."))
+                ImGui::OpenPopup("Delete?");
+            if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
+            {
+                ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
+                ImGui::Separator();
+
+                //static int dummy_i = 0;
+                //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0");
+
+                static bool dont_ask_me_next_time = false;
+                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+                ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
+                ImGui::PopStyleVar();
+
+                if (ImGui::Button("OK", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
+                ImGui::SetItemDefaultFocus();
+                ImGui::SameLine();
+                if (ImGui::Button("Cancel", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
+                ImGui::EndPopup();
+            }
+
+            if (ImGui::Button("Stacked modals.."))
+                ImGui::OpenPopup("Stacked 1");
+            if (ImGui::BeginPopupModal("Stacked 1"))
+            {
+                ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDarkening] for darkening.");
+                static int item = 1;
+                ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+                static float color[4] = { 0.4f,0.7f,0.0f,0.5f };
+                ImGui::ColorEdit4("color", color);  // This is to test behavior of stacked regular popups over a modal
+
+                if (ImGui::Button("Add another modal.."))
+                    ImGui::OpenPopup("Stacked 2");
+                if (ImGui::BeginPopupModal("Stacked 2"))
+                {
+                    ImGui::Text("Hello from Stacked The Second!");
+                    if (ImGui::Button("Close"))
+                        ImGui::CloseCurrentPopup();
+                    ImGui::EndPopup();
+                }
+
+                if (ImGui::Button("Close"))
+                    ImGui::CloseCurrentPopup();
+                ImGui::EndPopup();
+            }
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Menus inside a regular window"))
+        {
+            ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
+            ImGui::Separator();
+            // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
+            // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here
+            // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.
+            ImGui::PushID("foo");
+            ImGui::MenuItem("Menu item", "CTRL+M");
+            if (ImGui::BeginMenu("Menu inside a regular window"))
+            {
+                ShowExampleMenuFile();
+                ImGui::EndMenu();
+            }
+            ImGui::PopID();
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Columns"))
+    {
+        ImGui::PushID("Columns");
+
+        // Basic columns
+        if (ImGui::TreeNode("Basic"))
+        {
+            ImGui::Text("Without border:");
+            ImGui::Columns(3, "mycolumns3", false);  // 3-ways, no border
+            ImGui::Separator();
+            for (int n = 0; n < 14; n++)
+            {
+                char label[32];
+                sprintf(label, "Item %d", n);
+                if (ImGui::Selectable(label)) {}
+                //if (ImGui::Button(label, ImVec2(-1,0))) {}
+                ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            ImGui::Separator();
+
+            ImGui::Text("With border:");
+            ImGui::Columns(4, "mycolumns"); // 4-ways, with border
+            ImGui::Separator();
+            ImGui::Text("ID"); ImGui::NextColumn();
+            ImGui::Text("Name"); ImGui::NextColumn();
+            ImGui::Text("Path"); ImGui::NextColumn();
+            ImGui::Text("Hovered"); ImGui::NextColumn();
+            ImGui::Separator();
+            const char* names[3] = { "One", "Two", "Three" };
+            const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
+            static int selected = -1;
+            for (int i = 0; i < 3; i++)
+            {
+                char label[32];
+                sprintf(label, "%04d", i);
+                if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
+                    selected = i;
+                bool hovered = ImGui::IsItemHovered();
+                ImGui::NextColumn();
+                ImGui::Text(names[i]); ImGui::NextColumn();
+                ImGui::Text(paths[i]); ImGui::NextColumn();
+                ImGui::Text("%d", hovered); ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        // Create multiple items in a same cell before switching to next column
+        if (ImGui::TreeNode("Mixed items"))
+        {
+            ImGui::Columns(3, "mixed");
+            ImGui::Separator();
+
+            ImGui::Text("Hello");
+            ImGui::Button("Banana");
+            ImGui::NextColumn();
+
+            ImGui::Text("ImGui");
+            ImGui::Button("Apple");
+            static float foo = 1.0f;
+            ImGui::InputFloat("red", &foo, 0.05f, 0, 3);
+            ImGui::Text("An extra line here.");
+            ImGui::NextColumn();
+
+                ImGui::Text("Sailor");
+            ImGui::Button("Corniflower");
+            static float bar = 1.0f;
+            ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
+            ImGui::NextColumn();
+
+            if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
+            if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
+            if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        // Word wrapping
+        if (ImGui::TreeNode("Word-wrapping"))
+        {
+            ImGui::Columns(2, "word-wrapping");
+            ImGui::Separator();
+            ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+            ImGui::TextWrapped("Hello Left");
+            ImGui::NextColumn();
+            ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+            ImGui::TextWrapped("Hello Right");
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Borders"))
+        {
+            // NB: Future columns API should allow automatic horizontal borders.
+            static bool h_borders = true;
+            static bool v_borders = true;
+            ImGui::Checkbox("horizontal", &h_borders);
+            ImGui::SameLine();
+            ImGui::Checkbox("vertical", &v_borders);
+            ImGui::Columns(4, NULL, v_borders);
+            for (int i = 0; i < 4*3; i++)
+            {
+                if (h_borders && ImGui::GetColumnIndex() == 0)
+                    ImGui::Separator();
+                ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
+                ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset());
+                ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            if (h_borders)
+                ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        // Scrolling columns
+        /*
+        if (ImGui::TreeNode("Vertical Scrolling"))
+        {
+            ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
+            ImGui::Columns(3);
+            ImGui::Text("ID"); ImGui::NextColumn();
+            ImGui::Text("Name"); ImGui::NextColumn();
+            ImGui::Text("Path"); ImGui::NextColumn();
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::EndChild();
+            ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
+            ImGui::Columns(3);
+            for (int i = 0; i < 10; i++)
+            {
+                ImGui::Text("%04d", i); ImGui::NextColumn();
+                ImGui::Text("Foobar"); ImGui::NextColumn();
+                ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+        */
+
+        if (ImGui::TreeNode("Horizontal Scrolling"))
+        {
+            ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));
+            ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar);
+            ImGui::Columns(10);
+            int ITEMS_COUNT = 2000;
+            ImGuiListClipper clipper(ITEMS_COUNT);  // Also demonstrate using the clipper for large list
+            while (clipper.Step())
+            {
+                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+                    for (int j = 0; j < 10; j++)
+                    {
+                        ImGui::Text("Line %d Column %d...", i, j);
+                        ImGui::NextColumn();
+                    }
+            }
+            ImGui::Columns(1);
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+
+        bool node_open = ImGui::TreeNode("Tree within single cell");
+        ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell.");
+        if (node_open)
+        {
+            ImGui::Columns(2, "tree items");
+            ImGui::Separator();
+            if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
+            if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+        ImGui::PopID();
+    }
+
+    if (ImGui::CollapsingHeader("Filtering"))
+    {
+        static ImGuiTextFilter filter;
+        ImGui::Text("Filter usage:\n"
+                    "  \"\"         display all lines\n"
+                    "  \"xxx\"      display lines containing \"xxx\"\n"
+                    "  \"xxx,yyy\"  display lines containing \"xxx\" or \"yyy\"\n"
+                    "  \"-xxx\"     hide lines containing \"xxx\"");
+        filter.Draw();
+        const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
+        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
+            if (filter.PassFilter(lines[i]))
+                ImGui::BulletText("%s", lines[i]);
+    }
+
+    if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))
+    {
+        ImGuiIO& io = ImGui::GetIO();
+
+        ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
+        ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
+        ImGui::Text("WantTextInput: %d", io.WantTextInput);
+        ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
+        ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
+
+        ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
+        ImGui::SameLine(); ShowHelpMarker("Instruct ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
+
+        ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
+        ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
+        ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); 
+        ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
+        ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);   
+        ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
+
+        if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
+        {
+            if (ImGui::IsMousePosValid())
+                ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
+            else
+                ImGui::Text("Mouse pos: <INVALID>");
+            ImGui::Text("Mouse down:");     for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f)   { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+            ImGui::Text("Mouse clicked:");  for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i))          { ImGui::SameLine(); ImGui::Text("b%d", i); }
+            ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
+            ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i))         { ImGui::SameLine(); ImGui::Text("b%d", i); }
+            ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
+
+            ImGui::Text("Keys down:");      for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f)     { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
+            ImGui::Text("Keys pressed:");   for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i))             { ImGui::SameLine(); ImGui::Text("%d", i); }
+            ImGui::Text("Keys release:");   for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i))            { ImGui::SameLine(); ImGui::Text("%d", i); }
+            ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
+
+            ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f)                    { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
+            ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f)    { ImGui::SameLine(); ImGui::Text("[%d]", i); }
+            ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f)   { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
+
+            ImGui::Button("Hovering me sets the\nkeyboard capture flag");
+            if (ImGui::IsItemHovered())
+                ImGui::CaptureKeyboardFromApp(true);
+            ImGui::SameLine();
+            ImGui::Button("Holding me clears the\nthe keyboard capture flag");
+            if (ImGui::IsItemActive())
+                ImGui::CaptureKeyboardFromApp(false);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Tabbing"))
+        {
+            ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+            static char buf[32] = "dummy";
+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+            ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
+            ImGui::PushAllowKeyboardFocus(false);
+            ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
+            //ImGui::SameLine(); ShowHelperMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
+            ImGui::PopAllowKeyboardFocus();
+            ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Focus from code"))
+        {
+            bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
+            bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
+            bool focus_3 = ImGui::Button("Focus on 3");
+            int has_focus = 0;
+            static char buf[128] = "click on a button to set focus";
+
+            if (focus_1) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 1;
+
+            if (focus_2) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 2;
+
+            ImGui::PushAllowKeyboardFocus(false);
+            if (focus_3) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 3;
+            ImGui::PopAllowKeyboardFocus();
+
+            if (has_focus)
+                ImGui::Text("Item with focus: %d", has_focus);
+            else
+                ImGui::Text("Item with focus: <none>");
+
+            // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
+            static float f3[3] = { 0.0f, 0.0f, 0.0f };
+            int focus_ahead = -1;
+            if (ImGui::Button("Focus on X")) focus_ahead = 0; ImGui::SameLine();
+            if (ImGui::Button("Focus on Y")) focus_ahead = 1; ImGui::SameLine();
+            if (ImGui::Button("Focus on Z")) focus_ahead = 2;
+            if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
+            ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
+
+            ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Focused & Hovered Test"))
+        {
+            static bool embed_all_inside_a_child_window = false;
+            ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
+            if (embed_all_inside_a_child_window)
+                ImGui::BeginChild("embeddingchild", ImVec2(0, ImGui::GetFontSize() * 25), true);
+
+            // Testing IsWindowFocused() function with its various flags (note that the flags can be combined)
+            ImGui::BulletText(
+                "IsWindowFocused() = %d\n"
+                "IsWindowFocused(_ChildWindows) = %d\n"
+                "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
+                "IsWindowFocused(_RootWindow) = %d\n"
+                "IsWindowFocused(_AnyWindow) = %d\n",
+                ImGui::IsWindowFocused(),
+                ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
+                ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
+                ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
+                ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
+
+            // Testing IsWindowHovered() function with its various flags (note that the flags can be combined)
+            ImGui::BulletText(
+                "IsWindowHovered() = %d\n"
+                "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
+                "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+                "IsWindowHovered(_ChildWindows) = %d\n"
+                "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
+                "IsWindowHovered(_RootWindow) = %d\n"
+                "IsWindowHovered(_AnyWindow) = %d\n",
+                ImGui::IsWindowHovered(),
+                ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+                ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+                ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
+                ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
+                ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
+                ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));
+
+            // Testing IsItemHovered() function (because BulletText is an item itself and that would affect the output of IsItemHovered, we pass all lines in a single items to shorten the code)
+            ImGui::Button("ITEM");
+            ImGui::BulletText(
+                "IsItemHovered() = %d\n"
+                "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
+                "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+                "IsItemHovered(_AllowWhenOverlapped) = %d\n"
+                "IsItemhovered(_RectOnly) = %d\n",
+                ImGui::IsItemHovered(),
+                ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+                ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+                ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),
+                ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly));
+
+            ImGui::BeginChild("child", ImVec2(0,50), true);
+            ImGui::Text("This is another child window for testing IsWindowHovered() flags.");
+            ImGui::EndChild();
+
+            if (embed_all_inside_a_child_window)
+                EndChild();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Dragging"))
+        {
+            ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
+            for (int button = 0; button < 3; button++)
+                ImGui::Text("IsMouseDragging(%d):\n  w/ default threshold: %d,\n  w/ zero threshold: %d\n  w/ large threshold: %d", 
+                    button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f));
+            ImGui::Button("Drag Me");
+            if (ImGui::IsItemActive())
+            {
+                // Draw a line between the button and the mouse cursor
+                ImDrawList* draw_list = ImGui::GetWindowDrawList();
+                draw_list->PushClipRectFullScreen();
+                draw_list->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f);
+                draw_list->PopClipRect();
+
+                // Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold)
+                // You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta()
+                ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
+                ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
+                ImVec2 mouse_delta = io.MouseDelta;
+                ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y);
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Mouse cursors"))
+        {
+            const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" };
+            IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
+
+            ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
+            ImGui::Text("Hover to see mouse cursors:");
+            ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
+            for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
+            {
+                char label[32];
+                sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
+                ImGui::Bullet(); ImGui::Selectable(label, false);
+                if (ImGui::IsItemHovered() || ImGui::IsItemFocused())
+                    ImGui::SetMouseCursor(i);
+            }
+            ImGui::TreePop();
+        }
+    }
+
+    ImGui::End();
+}
+
+// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
+// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
+bool ImGui::ShowStyleSelector(const char* label)
+{
+    static int style_idx = -1;
+    if (ImGui::Combo(label, &style_idx, "Classic\0Dark\0Light\0"))
+    {
+        switch (style_idx)
+        {
+        case 0: ImGui::StyleColorsClassic(); break;
+        case 1: ImGui::StyleColorsDark(); break;
+        case 2: ImGui::StyleColorsLight(); break;
+        }
+        return true;
+    }
+    return false;
+}
+
+// Demo helper function to select among loaded fonts.
+// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
+void ImGui::ShowFontSelector(const char* label)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImFont* font_current = ImGui::GetFont();
+    if (ImGui::BeginCombo(label, font_current->GetDebugName()))
+    {
+        for (int n = 0; n < io.Fonts->Fonts.Size; n++)
+            if (ImGui::Selectable(io.Fonts->Fonts[n]->GetDebugName(), io.Fonts->Fonts[n] == font_current))
+                io.FontDefault = io.Fonts->Fonts[n];
+        ImGui::EndCombo();
+    }
+    ImGui::SameLine(); 
+    ShowHelpMarker(
+        "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
+        "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
+        "- Read FAQ and documentation in misc/fonts/ for more details.\n"
+        "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
+}
+
+void ImGui::ShowStyleEditor(ImGuiStyle* ref)
+{
+    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to an internally stored reference)
+    ImGuiStyle& style = ImGui::GetStyle();
+    static ImGuiStyle ref_saved_style;
+
+    // Default to using internal storage as reference
+    static bool init = true;
+    if (init && ref == NULL)
+        ref_saved_style = style;
+    init = false;
+    if (ref == NULL)
+        ref = &ref_saved_style;
+
+    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);
+
+    if (ImGui::ShowStyleSelector("Colors##Selector"))
+        ref_saved_style = style;
+    ImGui::ShowFontSelector("Fonts##Selector");
+
+    // Simplified Settings
+    if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) 
+        style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
+    { bool window_border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &window_border)) style.WindowBorderSize = window_border ? 1.0f : 0.0f; }
+    ImGui::SameLine();
+    { bool frame_border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &frame_border)) style.FrameBorderSize = frame_border ? 1.0f : 0.0f; }
+    ImGui::SameLine();
+    { bool popup_border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &popup_border)) style.PopupBorderSize = popup_border ? 1.0f : 0.0f; }
+
+    // Save/Revert button
+    if (ImGui::Button("Save Ref"))
+        *ref = ref_saved_style = style;
+    ImGui::SameLine();
+    if (ImGui::Button("Revert Ref"))
+        style = *ref;
+    ImGui::SameLine();
+    ShowHelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
+
+    if (ImGui::TreeNode("Rendering"))
+    {
+        ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
+        ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
+        ImGui::PushItemWidth(100);
+        ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f);
+        if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f;
+        ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
+        ImGui::PopItemWidth();
+        ImGui::TreePop();
+    }
+
+    if (ImGui::TreeNode("Settings"))
+    {
+        ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 16.0f, "%.0f");
+        ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
+        ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
+        ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
+        ImGui::Text("BorderSize");
+        ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
+        ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
+        ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
+        ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
+        ImGui::Text("Rounding");
+        ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 14.0f, "%.0f");
+        ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 16.0f, "%.0f");
+        ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
+        ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
+        ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
+        ImGui::Text("Alignment");
+        ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+        ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
+        ImGui::TreePop();
+    }
+
+    if (ImGui::TreeNode("Colors"))
+    {
+        static int output_dest = 0;
+        static bool output_only_modified = true;
+        if (ImGui::Button("Export Unsaved"))
+        {
+            if (output_dest == 0)
+                ImGui::LogToClipboard();
+            else
+                ImGui::LogToTTY();
+            ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
+            for (int i = 0; i < ImGuiCol_COUNT; i++)
+            {
+                const ImVec4& col = style.Colors[i];
+                const char* name = ImGui::GetStyleColorName(i);
+                if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
+                    ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23-(int)strlen(name), "", col.x, col.y, col.z, col.w);
+            }
+            ImGui::LogFinish();
+        }
+        ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth();
+        ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
+
+        ImGui::Text("Tip: Left-click on colored square to open color picker,\nRight-click to open edit options menu.");
+
+        static ImGuiTextFilter filter;
+        filter.Draw("Filter colors", 200);
+
+        static ImGuiColorEditFlags alpha_flags = 0;
+        ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine(); 
+        ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); 
+        ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
+
+        ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
+        ImGui::PushItemWidth(-160);
+        for (int i = 0; i < ImGuiCol_COUNT; i++)
+        {
+            const char* name = ImGui::GetStyleColorName(i);
+            if (!filter.PassFilter(name))
+                continue;
+            ImGui::PushID(i);
+            ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
+            if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
+            {
+                // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
+                // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
+                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
+                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
+            }
+            ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
+            ImGui::TextUnformatted(name);
+            ImGui::PopID();
+        }
+        ImGui::PopItemWidth();
+        ImGui::EndChild();
+
+        ImGui::TreePop();
+    }
+
+    bool fonts_opened = ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size);
+    if (fonts_opened)
+    {
+        ImFontAtlas* atlas = ImGui::GetIO().Fonts;
+        if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
+        {
+            ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
+            ImGui::TreePop();
+        }
+        ImGui::PushItemWidth(100);
+        for (int i = 0; i < atlas->Fonts.Size; i++)
+        {
+            ImFont* font = atlas->Fonts[i];
+            ImGui::PushID(font);
+            bool font_details_opened = ImGui::TreeNode(font, "Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
+            ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font;
+            if (font_details_opened)
+            {
+                ImGui::PushFont(font);
+                ImGui::Text("The quick brown fox jumps over the lazy dog");
+                ImGui::PopFont();
+                ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");   // Scale only this font
+                ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, 0);
+                ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
+                ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
+                ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
+                ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
+                for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
+                    if (ImFontConfig* cfg = &font->ConfigData[config_i])
+                        ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
+                if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
+                {
+                    // Display all glyphs of the fonts in separate pages of 256 characters
+                    for (int base = 0; base < 0x10000; base += 256)
+                    {
+                        int count = 0;
+                        for (int n = 0; n < 256; n++)
+                            count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0;
+                        if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base+255, count, count > 1 ? "glyphs" : "glyph"))
+                        {
+                            float cell_size = font->FontSize * 1;
+                            float cell_spacing = style.ItemSpacing.y;
+                            ImVec2 base_pos = ImGui::GetCursorScreenPos();
+                            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+                            for (int n = 0; n < 256; n++)
+                            {
+                                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
+                                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
+                                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base+n));
+                                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50));
+                                font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
+                                if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
+                                {
+                                    ImGui::BeginTooltip();
+                                    ImGui::Text("Codepoint: U+%04X", base+n);
+                                    ImGui::Separator();
+                                    ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
+                                    ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
+                                    ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
+                                    ImGui::EndTooltip();
+                                }
+                            }
+                            ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
+                            ImGui::TreePop();
+                        }
+                    }
+                    ImGui::TreePop();
+                }
+                ImGui::TreePop();
+            }
+            ImGui::PopID();
+        }
+        static float window_scale = 1.0f;
+        ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f");              // scale only this window
+        ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
+        ImGui::PopItemWidth();
+        ImGui::SetWindowFontScale(window_scale);
+        ImGui::TreePop();
+    }
+
+    ImGui::PopItemWidth();
+}
+
+// Demonstrate creating a fullscreen menu bar and populating it.
+static void ShowExampleAppMainMenuBar()
+{
+    if (ImGui::BeginMainMenuBar())
+    {
+        if (ImGui::BeginMenu("File"))
+        {
+            ShowExampleMenuFile();
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Edit"))
+        {
+            if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
+            if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {}  // Disabled item
+            ImGui::Separator();
+            if (ImGui::MenuItem("Cut", "CTRL+X")) {}
+            if (ImGui::MenuItem("Copy", "CTRL+C")) {}
+            if (ImGui::MenuItem("Paste", "CTRL+V")) {}
+            ImGui::EndMenu();
+        }
+        ImGui::EndMainMenuBar();
+    }
+}
+
+static void ShowExampleMenuFile()
+{
+    ImGui::MenuItem("(dummy menu)", NULL, false, false);
+    if (ImGui::MenuItem("New")) {}
+    if (ImGui::MenuItem("Open", "Ctrl+O")) {}
+    if (ImGui::BeginMenu("Open Recent"))
+    {
+        ImGui::MenuItem("fish_hat.c");
+        ImGui::MenuItem("fish_hat.inl");
+        ImGui::MenuItem("fish_hat.h");
+        if (ImGui::BeginMenu("More.."))
+        {
+            ImGui::MenuItem("Hello");
+            ImGui::MenuItem("Sailor");
+            if (ImGui::BeginMenu("Recurse.."))
+            {
+                ShowExampleMenuFile();
+                ImGui::EndMenu();
+            }
+            ImGui::EndMenu();
+        }
+        ImGui::EndMenu();
+    }
+    if (ImGui::MenuItem("Save", "Ctrl+S")) {}
+    if (ImGui::MenuItem("Save As..")) {}
+    ImGui::Separator();
+    if (ImGui::BeginMenu("Options"))
+    {
+        static bool enabled = true;
+        ImGui::MenuItem("Enabled", "", &enabled);
+        ImGui::BeginChild("child", ImVec2(0, 60), true);
+        for (int i = 0; i < 10; i++)
+            ImGui::Text("Scrolling Text %d", i);
+        ImGui::EndChild();
+        static float f = 0.5f;
+        static int n = 0;
+        static bool b = true;
+        ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
+        ImGui::InputFloat("Input", &f, 0.1f);
+        ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
+        ImGui::Checkbox("Check", &b);
+        ImGui::EndMenu();
+    }
+    if (ImGui::BeginMenu("Colors"))
+    {
+        float sz = ImGui::GetTextLineHeight();
+        for (int i = 0; i < ImGuiCol_COUNT; i++)
+        {
+            const char* name = ImGui::GetStyleColorName((ImGuiCol)i);
+            ImVec2 p = ImGui::GetCursorScreenPos();
+            ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x+sz, p.y+sz), ImGui::GetColorU32((ImGuiCol)i));
+            ImGui::Dummy(ImVec2(sz, sz));
+            ImGui::SameLine();
+            ImGui::MenuItem(name);
+        }
+        ImGui::EndMenu();
+    }
+    if (ImGui::BeginMenu("Disabled", false)) // Disabled
+    {
+        IM_ASSERT(0);
+    }
+    if (ImGui::MenuItem("Checked", NULL, true)) {}
+    if (ImGui::MenuItem("Quit", "Alt+F4")) {}
+}
+
+// Demonstrate creating a window which gets auto-resized according to its content.
+static void ShowExampleAppAutoResize(bool* p_open)
+{
+    if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
+    {
+        ImGui::End();
+        return;
+    }
+
+    static int lines = 10;
+    ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop.");
+    ImGui::SliderInt("Number of lines", &lines, 1, 20);
+    for (int i = 0; i < lines; i++)
+        ImGui::Text("%*sThis is line %d", i*4, "", i); // Pad with space to extend size horizontally
+    ImGui::End();
+}
+
+// Demonstrate creating a window with custom resize constraints.
+static void ShowExampleAppConstrainedResize(bool* p_open)
+{
+    struct CustomConstraints // Helper functions to demonstrate programmatic constraints
+    {
+        static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
+        static void Step(ImGuiSizeCallbackData* data)   { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
+    };
+
+    static bool auto_resize = false;
+    static int type = 0;
+    static int display_lines = 10;
+    if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0),    ImVec2(-1, FLT_MAX));      // Vertical only
+    if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1),    ImVec2(FLT_MAX, -1));      // Horizontal only
+    if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
+    if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1),  ImVec2(500, -1));          // Width 400-500
+    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400),  ImVec2(-1, 500));          // Height 400-500
+    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);          // Always Square
+    if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step
+
+    ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
+    if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
+    {
+        const char* desc[] = 
+        {
+            "Resize vertical only",
+            "Resize horizontal only",
+            "Width > 100, Height > 100",
+            "Width 400-500",
+            "Height 400-500",
+            "Custom: Always Square",
+            "Custom: Fixed Steps (100)",
+        };
+        if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
+        if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
+        if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
+        ImGui::PushItemWidth(200);
+        ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc));
+        ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
+        ImGui::PopItemWidth();
+        ImGui::Checkbox("Auto-resize", &auto_resize);
+        for (int i = 0; i < display_lines; i++)
+            ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
+    }
+    ImGui::End();
+}
+
+// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use.
+static void ShowExampleAppFixedOverlay(bool* p_open)
+{
+    const float DISTANCE = 10.0f;
+    static int corner = 0;
+    ImVec2 window_pos = ImVec2((corner & 1) ? ImGui::GetIO().DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? ImGui::GetIO().DisplaySize.y - DISTANCE : DISTANCE);
+    ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
+    ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
+    ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
+    if (ImGui::Begin("Example: Fixed Overlay", p_open, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoFocusOnAppearing|ImGuiWindowFlags_NoNav))
+    {
+        ImGui::Text("Simple overlay\nin the corner of the screen.\n(right-click to change position)");
+        ImGui::Separator();
+        ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
+        if (ImGui::BeginPopupContextWindow())
+        {
+            if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0;
+            if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1;
+            if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2;
+            if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3;
+            if (p_open && ImGui::MenuItem("Close")) *p_open = false; 
+            ImGui::EndPopup();
+        }
+        ImGui::End();
+    }
+}
+
+// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
+// This apply to regular items as well. Read FAQ section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details.
+static void ShowExampleAppWindowTitles(bool*)
+{
+    // By default, Windows are uniquely identified by their title.
+    // You can use the "##" and "###" markers to manipulate the display/ID.
+
+    // Using "##" to display same title but have unique identifier.
+    ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##1");
+    ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
+    ImGui::End();
+
+    ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##2");
+    ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
+    ImGui::End();
+
+    // Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
+    char buf[128];
+    sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], ImGui::GetFrameCount());
+    ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiCond_FirstUseEver);
+    ImGui::Begin(buf);
+    ImGui::Text("This window has a changing title.");
+    ImGui::End();
+}
+
+// Demonstrate using the low-level ImDrawList to draw custom shapes. 
+static void ShowExampleAppCustomRendering(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Custom rendering", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc.
+    // Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4.
+    // ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types)
+    // In this example we are not using the maths operators!
+    ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+    // Primitives
+    ImGui::Text("Primitives");
+    static float sz = 36.0f;
+    static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f);
+    ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
+    ImGui::ColorEdit3("Color", &col.x);
+    {
+        const ImVec2 p = ImGui::GetCursorScreenPos();
+        const ImU32 col32 = ImColor(col);
+        float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
+        for (int n = 0; n < 2; n++)
+        {
+            float thickness = (n == 0) ? 1.0f : 4.0f;
+            draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, thickness); x += sz+spacing;
+            draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, thickness); x += sz+spacing;
+            draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, thickness); x += sz+spacing;
+            draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, thickness); x += sz+spacing;
+            draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, thickness); x += sz+spacing;
+            draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y   ), col32, thickness); x += sz+spacing;
+            draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, thickness); x += sz+spacing;
+            draw_list->AddLine(ImVec2(x, y), ImVec2(x,    y+sz), col32, thickness); x += spacing;
+            draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, thickness);
+            x = p.x + 4;
+            y += sz+spacing;
+        }
+        draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;
+        draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
+        draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
+        draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing;
+        draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing;
+        draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), IM_COL32(0,0,0,255), IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255));
+        ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3));
+    }
+    ImGui::Separator();
+    {
+        static ImVector<ImVec2> points;
+        static bool adding_line = false;
+        ImGui::Text("Canvas example");
+        if (ImGui::Button("Clear")) points.clear();
+        if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
+        ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
+
+        // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
+        // However you can draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
+        // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
+        ImVec2 canvas_pos = ImGui::GetCursorScreenPos();            // ImDrawList API uses screen coordinates!
+        ImVec2 canvas_size = ImGui::GetContentRegionAvail();        // Resize canvas to what's available
+        if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
+        if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
+        draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50,50,50,255), IM_COL32(50,50,60,255), IM_COL32(60,60,70,255), IM_COL32(50,50,60,255));
+        draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255,255,255,255));
+
+        bool adding_preview = false;
+        ImGui::InvisibleButton("canvas", canvas_size);
+        ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
+        if (adding_line)
+        {
+            adding_preview = true;
+            points.push_back(mouse_pos_in_canvas);
+            if (!ImGui::IsMouseDown(0))
+                adding_line = adding_preview = false;
+        }
+        if (ImGui::IsItemHovered())
+        {
+            if (!adding_line && ImGui::IsMouseClicked(0))
+            {
+                points.push_back(mouse_pos_in_canvas);
+                adding_line = true;
+            }
+            if (ImGui::IsMouseClicked(1) && !points.empty())
+            {
+                adding_line = adding_preview = false;
+                points.pop_back();
+                points.pop_back();
+            }
+        }
+        draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y), true);      // clip lines within the canvas (if we resize it, etc.)
+        for (int i = 0; i < points.Size - 1; i += 2)
+            draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), IM_COL32(255,255,0,255), 2.0f);
+        draw_list->PopClipRect();
+        if (adding_preview)
+            points.pop_back();
+    }
+    ImGui::End();
+}
+
+// Demonstrating creating a simple console window, with scrolling, filtering, completion and history.
+// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions.
+struct ExampleAppConsole
+{
+    char                  InputBuf[256];
+    ImVector<char*>       Items;
+    bool                  ScrollToBottom;
+    ImVector<char*>       History;
+    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.
+    ImVector<const char*> Commands;
+
+    ExampleAppConsole()
+    {
+        ClearLog();
+        memset(InputBuf, 0, sizeof(InputBuf));
+        HistoryPos = -1;
+        Commands.push_back("HELP");
+        Commands.push_back("HISTORY");
+        Commands.push_back("CLEAR");
+        Commands.push_back("CLASSIFY");  // "classify" is here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
+        AddLog("Welcome to ImGui!");
+    }
+    ~ExampleAppConsole()
+    {
+        ClearLog();
+        for (int i = 0; i < History.Size; i++)
+            free(History[i]);
+    }
+
+    // Portable helpers
+    static int   Stricmp(const char* str1, const char* str2)         { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }
+    static int   Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; }
+    static char* Strdup(const char *str)                             { size_t len = strlen(str) + 1; void* buff = malloc(len); return (char*)memcpy(buff, (const void*)str, len); }
+
+    void    ClearLog()
+    {
+        for (int i = 0; i < Items.Size; i++)
+            free(Items[i]);
+        Items.clear();
+        ScrollToBottom = true;
+    }
+
+    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)
+    {
+        // FIXME-OPT
+        char buf[1024];
+        va_list args;
+        va_start(args, fmt);
+        vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
+        buf[IM_ARRAYSIZE(buf)-1] = 0;
+        va_end(args);
+        Items.push_back(Strdup(buf));
+        ScrollToBottom = true;
+    }
+
+    void    Draw(const char* title, bool* p_open)
+    {
+        ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver);
+        if (!ImGui::Begin(title, p_open))
+        {
+            ImGui::End();
+            return;
+        }
+
+        // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. So e.g. IsItemHovered() will return true when hovering the title bar.
+        // Here we create a context menu only available from the title bar.
+        if (ImGui::BeginPopupContextItem())
+        {
+            if (ImGui::MenuItem("Close"))
+                *p_open = false;
+            ImGui::EndPopup();
+        }
+
+        ImGui::TextWrapped("This example implements a console with basic coloring, completion and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
+        ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion.");
+
+        // TODO: display items starting from the bottom
+
+        if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
+        if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine();
+        if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine();
+        bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine();
+        if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true;
+        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
+
+        ImGui::Separator();
+
+        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+        static ImGuiTextFilter filter;
+        filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
+        ImGui::PopStyleVar();
+        ImGui::Separator();
+
+        const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text
+        ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); // Leave room for 1 separator + 1 InputText
+        if (ImGui::BeginPopupContextWindow())
+        {
+            if (ImGui::Selectable("Clear")) ClearLog();
+            ImGui::EndPopup();
+        }
+
+        // Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
+        // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items.
+        // You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements.
+        // To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with:
+        //     ImGuiListClipper clipper(Items.Size);
+        //     while (clipper.Step())
+        //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+        // However take note that you can not use this code as is if a filter is active because it breaks the 'cheap random-access' property. We would need random-access on the post-filtered list.
+        // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices that passed the filtering test, recomputing this array when user changes the filter,
+        // and appending newly elements as they are inserted. This is left as a task to the user until we can manage to improve this example code!
+        // If your items are of variable size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list.
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
+        if (copy_to_clipboard)
+            ImGui::LogToClipboard();
+        ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text);
+        for (int i = 0; i < Items.Size; i++)
+        {
+            const char* item = Items[i];
+            if (!filter.PassFilter(item))
+                continue;
+            ImVec4 col = col_default_text;
+            if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f);
+            else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);
+            ImGui::PushStyleColor(ImGuiCol_Text, col);
+            ImGui::TextUnformatted(item);
+            ImGui::PopStyleColor();
+        }
+        if (copy_to_clipboard)
+            ImGui::LogFinish();
+        if (ScrollToBottom)
+            ImGui::SetScrollHere();
+        ScrollToBottom = false;
+        ImGui::PopStyleVar();
+        ImGui::EndChild();
+        ImGui::Separator();
+
+        // Command-line
+        bool reclaim_focus = false;
+        if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))
+        {
+            char* input_end = InputBuf+strlen(InputBuf);
+            while (input_end > InputBuf && input_end[-1] == ' ') { input_end--; } *input_end = 0;
+            if (InputBuf[0])
+                ExecCommand(InputBuf);
+            strcpy(InputBuf, "");
+            reclaim_focus = true;
+        }
+
+        // Demonstrate keeping focus on the input box
+        ImGui::SetItemDefaultFocus();
+        if (reclaim_focus)
+            ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
+
+        ImGui::End();
+    }
+
+    void    ExecCommand(const char* command_line)
+    {
+        AddLog("# %s\n", command_line);
+
+        // Insert into history. First find match and delete it so it can be pushed to the back. This isn't trying to be smart or optimal.
+        HistoryPos = -1;
+        for (int i = History.Size-1; i >= 0; i--)
+            if (Stricmp(History[i], command_line) == 0)
+            {
+                free(History[i]);
+                History.erase(History.begin() + i);
+                break;
+            }
+        History.push_back(Strdup(command_line));
+
+        // Process command
+        if (Stricmp(command_line, "CLEAR") == 0)
+        {
+            ClearLog();
+        }
+        else if (Stricmp(command_line, "HELP") == 0)
+        {
+            AddLog("Commands:");
+            for (int i = 0; i < Commands.Size; i++)
+                AddLog("- %s", Commands[i]);
+        }
+        else if (Stricmp(command_line, "HISTORY") == 0)
+        {
+            int first = History.Size - 10;
+            for (int i = first > 0 ? first : 0; i < History.Size; i++)
+                AddLog("%3d: %s\n", i, History[i]);
+        }
+        else
+        {
+            AddLog("Unknown command: '%s'\n", command_line);
+        }
+    }
+
+    static int TextEditCallbackStub(ImGuiTextEditCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks
+    {
+        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
+        return console->TextEditCallback(data);
+    }
+
+    int     TextEditCallback(ImGuiTextEditCallbackData* data)
+    {
+        //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
+        switch (data->EventFlag)
+        {
+        case ImGuiInputTextFlags_CallbackCompletion:
+            {
+                // Example of TEXT COMPLETION
+
+                // Locate beginning of current word
+                const char* word_end = data->Buf + data->CursorPos;
+                const char* word_start = word_end;
+                while (word_start > data->Buf)
+                {
+                    const char c = word_start[-1];
+                    if (c == ' ' || c == '\t' || c == ',' || c == ';')
+                        break;
+                    word_start--;
+                }
+
+                // Build a list of candidates
+                ImVector<const char*> candidates;
+                for (int i = 0; i < Commands.Size; i++)
+                    if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0)
+                        candidates.push_back(Commands[i]);
+
+                if (candidates.Size == 0)
+                {
+                    // No match
+                    AddLog("No match for \"%.*s\"!\n", (int)(word_end-word_start), word_start);
+                }
+                else if (candidates.Size == 1)
+                {
+                    // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing
+                    data->DeleteChars((int)(word_start-data->Buf), (int)(word_end-word_start));
+                    data->InsertChars(data->CursorPos, candidates[0]);
+                    data->InsertChars(data->CursorPos, " ");
+                }
+                else
+                {
+                    // Multiple matches. Complete as much as we can, so inputing "C" will complete to "CL" and display "CLEAR" and "CLASSIFY"
+                    int match_len = (int)(word_end - word_start);
+                    for (;;)
+                    {
+                        int c = 0;
+                        bool all_candidates_matches = true;
+                        for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
+                            if (i == 0)
+                                c = toupper(candidates[i][match_len]);
+                            else if (c == 0 || c != toupper(candidates[i][match_len]))
+                                all_candidates_matches = false;
+                        if (!all_candidates_matches)
+                            break;
+                        match_len++;
+                    }
+
+                    if (match_len > 0)
+                    {
+                        data->DeleteChars((int)(word_start - data->Buf), (int)(word_end-word_start));
+                        data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
+                    }
+
+                    // List matches
+                    AddLog("Possible matches:\n");
+                    for (int i = 0; i < candidates.Size; i++)
+                        AddLog("- %s\n", candidates[i]);
+                }
+
+                break;
+            }
+        case ImGuiInputTextFlags_CallbackHistory:
+            {
+                // Example of HISTORY
+                const int prev_history_pos = HistoryPos;
+                if (data->EventKey == ImGuiKey_UpArrow)
+                {
+                    if (HistoryPos == -1)
+                        HistoryPos = History.Size - 1;
+                    else if (HistoryPos > 0)
+                        HistoryPos--;
+                }
+                else if (data->EventKey == ImGuiKey_DownArrow)
+                {
+                    if (HistoryPos != -1)
+                        if (++HistoryPos >= History.Size)
+                            HistoryPos = -1;
+                }
+
+                // A better implementation would preserve the data on the current input line along with cursor position.
+                if (prev_history_pos != HistoryPos)
+                {
+                    data->CursorPos = data->SelectionStart = data->SelectionEnd = data->BufTextLen = (int)snprintf(data->Buf, (size_t)data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
+                    data->BufDirty = true;
+                }
+            }
+        }
+        return 0;
+    }
+};
+
+static void ShowExampleAppConsole(bool* p_open)
+{
+    static ExampleAppConsole console;
+    console.Draw("Example: Console", p_open);
+}
+
+// Usage:
+//  static ExampleAppLog my_log;
+//  my_log.AddLog("Hello %d world\n", 123);
+//  my_log.Draw("title");
+struct ExampleAppLog
+{
+    ImGuiTextBuffer     Buf;
+    ImGuiTextFilter     Filter;
+    ImVector<int>       LineOffsets;        // Index to lines offset
+    bool                ScrollToBottom;
+
+    void    Clear()     { Buf.clear(); LineOffsets.clear(); }
+
+    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)
+    {
+        int old_size = Buf.size();
+        va_list args;
+        va_start(args, fmt);
+        Buf.appendfv(fmt, args);
+        va_end(args);
+        for (int new_size = Buf.size(); old_size < new_size; old_size++)
+            if (Buf[old_size] == '\n')
+                LineOffsets.push_back(old_size);
+        ScrollToBottom = true;
+    }
+
+    void    Draw(const char* title, bool* p_open = NULL)
+    {
+        ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiCond_FirstUseEver);
+        ImGui::Begin(title, p_open);
+        if (ImGui::Button("Clear")) Clear();
+        ImGui::SameLine();
+        bool copy = ImGui::Button("Copy");
+        ImGui::SameLine();
+        Filter.Draw("Filter", -100.0f);
+        ImGui::Separator();
+        ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);
+        if (copy) ImGui::LogToClipboard();
+
+        if (Filter.IsActive())
+        {
+            const char* buf_begin = Buf.begin();
+            const char* line = buf_begin;
+            for (int line_no = 0; line != NULL; line_no++)
+            {
+                const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL;
+                if (Filter.PassFilter(line, line_end))
+                    ImGui::TextUnformatted(line, line_end);
+                line = line_end && line_end[1] ? line_end + 1 : NULL;
+            }
+        }
+        else
+        {
+            ImGui::TextUnformatted(Buf.begin());
+        }
+
+        if (ScrollToBottom)
+            ImGui::SetScrollHere(1.0f);
+        ScrollToBottom = false;
+        ImGui::EndChild();
+        ImGui::End();
+    }
+};
+
+// Demonstrate creating a simple log window with basic filtering.
+static void ShowExampleAppLog(bool* p_open)
+{
+    static ExampleAppLog log;
+
+    // Demo: add random items (unless Ctrl is held)
+    static float last_time = -1.0f;
+    float time = ImGui::GetTime();
+    if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl)
+    {
+        const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" };
+        log.AddLog("[%s] Hello, time is %.1f, frame count is %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, ImGui::GetFrameCount());
+        last_time = time;
+    }
+
+    log.Draw("Example: Log", p_open);
+}
+
+// Demonstrate create a window with multiple child windows.
+static void ShowExampleAppLayout(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);
+    if (ImGui::Begin("Example: Layout", p_open, ImGuiWindowFlags_MenuBar))
+    {
+        if (ImGui::BeginMenuBar())
+        {
+            if (ImGui::BeginMenu("File"))
+            {
+                if (ImGui::MenuItem("Close")) *p_open = false;
+                ImGui::EndMenu();
+            }
+            ImGui::EndMenuBar();
+        }
+
+        // left
+        static int selected = 0;
+        ImGui::BeginChild("left pane", ImVec2(150, 0), true);
+        for (int i = 0; i < 100; i++)
+        {
+            char label[128];
+            sprintf(label, "MyObject %d", i);
+            if (ImGui::Selectable(label, selected == i))
+                selected = i;
+        }
+        ImGui::EndChild();
+        ImGui::SameLine();
+
+        // right
+        ImGui::BeginGroup();
+            ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us
+                ImGui::Text("MyObject: %d", selected);
+                ImGui::Separator();
+                ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
+            ImGui::EndChild();
+            if (ImGui::Button("Revert")) {}
+            ImGui::SameLine();
+            if (ImGui::Button("Save")) {}
+        ImGui::EndGroup();
+    }
+    ImGui::End();
+}
+
+// Demonstrate create a simple property editor.
+static void ShowExampleAppPropertyEditor(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Property editor", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    ShowHelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API.");
+
+    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2));
+    ImGui::Columns(2);
+    ImGui::Separator();
+
+    struct funcs
+    {
+        static void ShowDummyObject(const char* prefix, int uid)
+        {
+            ImGui::PushID(uid);                      // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
+            ImGui::AlignTextToFramePadding();  // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.
+            bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
+            ImGui::NextColumn();
+            ImGui::AlignTextToFramePadding();
+            ImGui::Text("my sailor is rich");
+            ImGui::NextColumn();
+            if (node_open)
+            {
+                static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
+                for (int i = 0; i < 8; i++)
+                {
+                    ImGui::PushID(i); // Use field index as identifier.
+                    if (i < 2)
+                    {
+                        ShowDummyObject("Child", 424242);
+                    }
+                    else
+                    {
+                        ImGui::AlignTextToFramePadding();
+                        // Here we use a Selectable (instead of Text) to highlight on hover
+                        //ImGui::Text("Field_%d", i);
+                        char label[32];
+                        sprintf(label, "Field_%d", i);
+                        ImGui::Bullet();
+                        ImGui::Selectable(label);
+                        ImGui::NextColumn();
+                        ImGui::PushItemWidth(-1);
+                        if (i >= 5)
+                            ImGui::InputFloat("##value", &dummy_members[i], 1.0f);
+                        else
+                            ImGui::DragFloat("##value", &dummy_members[i], 0.01f);
+                        ImGui::PopItemWidth();
+                        ImGui::NextColumn();
+                    }
+                    ImGui::PopID();
+                }
+                ImGui::TreePop();
+            }
+            ImGui::PopID();
+        }
+    };
+
+    // Iterate dummy objects with dummy members (all the same data)
+    for (int obj_i = 0; obj_i < 3; obj_i++)
+        funcs::ShowDummyObject("Object", obj_i);
+
+    ImGui::Columns(1);
+    ImGui::Separator();
+    ImGui::PopStyleVar();
+    ImGui::End();
+}
+
+// Demonstrate/test rendering huge amount of text, and the incidence of clipping.
+static void ShowExampleAppLongText(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Long text display", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    static int test_type = 0;
+    static ImGuiTextBuffer log;
+    static int lines = 0;
+    ImGui::Text("Printing unusually long amount of text.");
+    ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0");
+    ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
+    if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
+    ImGui::SameLine();
+    if (ImGui::Button("Add 1000 lines"))
+    {
+        for (int i = 0; i < 1000; i++)
+            log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines+i);
+        lines += 1000;
+    }
+    ImGui::BeginChild("Log");
+    switch (test_type)
+    {
+    case 0:
+        // Single call to TextUnformatted() with a big buffer
+        ImGui::TextUnformatted(log.begin(), log.end());
+        break;
+    case 1:
+        {
+            // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
+            ImGuiListClipper clipper(lines);
+            while (clipper.Step())
+                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+                    ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
+            ImGui::PopStyleVar();
+            break;
+        }
+    case 2:
+        // Multiple calls to Text(), not clipped (slow)
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
+        for (int i = 0; i < lines; i++)
+            ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
+        ImGui::PopStyleVar();
+        break;
+    }
+    ImGui::EndChild();
+    ImGui::End();
+}
+
+// End of Demo code
+#else
+
+void ImGui::ShowDemoWindow(bool*) {}
+void ImGui::ShowUserGuide() {}
+void ImGui::ShowStyleEditor(ImGuiStyle*) {}
+
+#endif
diff --git a/source/imgui/imgui_draw.cpp b/source/imgui/imgui_draw.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..2606c1af80e087bcd0bd4287e790a75f7430f2b0
--- /dev/null
+++ b/source/imgui/imgui_draw.cpp
@@ -0,0 +1,2971 @@
+// dear imgui, v1.60
+// (drawing and font code)
+
+// Contains implementation for
+// - Default styles
+// - ImDrawList
+// - ImDrawData
+// - ImFontAtlas
+// - ImFont
+// - Default font data
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#define IMGUI_DEFINE_MATH_OPERATORS
+#include "imgui_internal.h"
+
+#include <stdio.h>      // vsnprintf, sscanf, printf
+#if !defined(alloca)
+#ifdef _WIN32
+#include <malloc.h>     // alloca
+#if !defined(alloca)
+#define alloca _alloca  // for clang with MS Codegen
+#endif
+#elif defined(__GLIBC__) || defined(__sun)
+#include <alloca.h>     // alloca
+#else
+#include <stdlib.h>     // alloca
+#endif
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#ifdef __clang__
+#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 ok.
+#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             //
+#if __has_warning("-Wcomma")
+#pragma clang diagnostic ignored "-Wcomma"                  // warning : possible misuse of comma operator here             //
+#endif
+#if __has_warning("-Wreserved-id-macro")
+#pragma clang diagnostic ignored "-Wreserved-id-macro"      // warning : macro name is a reserved identifier                //
+#endif
+#if __has_warning("-Wdouble-promotion")
+#pragma clang diagnostic ignored "-Wdouble-promotion"       // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#endif
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
+#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
+#endif
+
+//-------------------------------------------------------------------------
+// STB libraries implementation
+//-------------------------------------------------------------------------
+
+// Compile time options:
+//#define IMGUI_STB_NAMESPACE           ImGuiStb
+//#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
+//#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+
+#ifdef IMGUI_STB_NAMESPACE
+namespace IMGUI_STB_NAMESPACE
+{
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function"
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
+#pragma clang diagnostic ignored "-Wcast-qual"              // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier //
+#endif
+
+#ifdef __GNUC__
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wtype-limits"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]
+#pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
+#endif
+
+#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+#define STBRP_STATIC
+#define STBRP_ASSERT(x)    IM_ASSERT(x)
+#define STB_RECT_PACK_IMPLEMENTATION
+#endif
+#ifdef IMGUI_STB_RECT_PACK_FILENAME
+#include IMGUI_STB_RECT_PACK_FILENAME
+#else
+#include "stb_rect_pack.h"
+#endif
+
+#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+#define STBTT_malloc(x,u)  ((void)(u), ImGui::MemAlloc(x))
+#define STBTT_free(x,u)    ((void)(u), ImGui::MemFree(x))
+#define STBTT_assert(x)    IM_ASSERT(x)
+#define STBTT_STATIC
+#define STB_TRUETYPE_IMPLEMENTATION
+#else
+#define STBTT_DEF extern
+#endif
+#ifdef IMGUI_STB_TRUETYPE_FILENAME
+#include IMGUI_STB_TRUETYPE_FILENAME
+#else
+#include "stb_truetype.h"
+#endif
+
+#ifdef __GNUC__
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+#ifdef IMGUI_STB_NAMESPACE
+} // namespace ImGuiStb
+using namespace IMGUI_STB_NAMESPACE;
+#endif
+
+//-----------------------------------------------------------------------------
+// Style functions
+//-----------------------------------------------------------------------------
+
+void ImGui::StyleColorsDark(ImGuiStyle* dst)
+{
+    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+    ImVec4* colors = style->Colors;
+
+    colors[ImGuiCol_Text]                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    colors[ImGuiCol_TextDisabled]           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
+    colors[ImGuiCol_WindowBg]               = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
+    colors[ImGuiCol_ChildBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.00f);
+    colors[ImGuiCol_PopupBg]                = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
+    colors[ImGuiCol_Border]                 = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
+    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_FrameBg]                = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
+    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_TitleBg]                = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
+    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
+    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
+    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
+    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
+    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
+    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
+    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
+    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_SliderGrab]             = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
+    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
+    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
+    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
+    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_Separator]              = colors[ImGuiCol_Border];
+    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
+    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
+    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
+    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+    colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
+    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
+    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+    colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
+    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+    colors[ImGuiCol_NavHighlight]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
+}
+
+void ImGui::StyleColorsClassic(ImGuiStyle* dst)
+{
+    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+    ImVec4* colors = style->Colors;
+
+    colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
+    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+    colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
+    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_PopupBg]                = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
+    colors[ImGuiCol_Border]                 = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
+    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_FrameBg]                = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
+    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
+    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
+    colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
+    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
+    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
+    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
+    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
+    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
+    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
+    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
+    colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
+    colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
+    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
+    colors[ImGuiCol_Button]                 = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
+    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
+    colors[ImGuiCol_ButtonActive]           = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
+    colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
+    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
+    colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
+    colors[ImGuiCol_Separator]              = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
+    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
+    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
+    colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
+    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
+    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
+    colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
+    colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
+    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
+}
+
+// Those light colors are better suited with a thicker font than the default one + FrameBorder
+void ImGui::StyleColorsLight(ImGuiStyle* dst)
+{
+    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+    ImVec4* colors = style->Colors;
+
+    colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
+    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+    //colors[ImGuiCol_TextHovered]          = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    //colors[ImGuiCol_TextActive]           = ImVec4(1.00f, 1.00f, 0.00f, 1.00f);
+    colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
+    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
+    colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
+    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_TitleBg]                = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
+    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
+    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
+    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
+    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
+    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
+    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
+    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
+    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_SliderGrab]             = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
+    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
+    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
+    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
+    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
+    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_Separator]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
+    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
+    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
+    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
+    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+    colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
+    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
+    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
+    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+    colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+    colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
+    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
+}
+
+//-----------------------------------------------------------------------------
+// ImDrawListData
+//-----------------------------------------------------------------------------
+
+ImDrawListSharedData::ImDrawListSharedData()
+{
+    Font = NULL;
+    FontSize = 0.0f;
+    CurveTessellationTol = 0.0f;
+    ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
+    
+    // Const data
+    for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
+    {
+        const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
+        CircleVtx12[i] = ImVec2(cosf(a), sinf(a));
+    }
+}
+
+//-----------------------------------------------------------------------------
+// ImDrawList
+//-----------------------------------------------------------------------------
+
+void ImDrawList::Clear()
+{
+    CmdBuffer.resize(0);
+    IdxBuffer.resize(0);
+    VtxBuffer.resize(0);
+    Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill;
+    _VtxCurrentIdx = 0;
+    _VtxWritePtr = NULL;
+    _IdxWritePtr = NULL;
+    _ClipRectStack.resize(0);
+    _TextureIdStack.resize(0);
+    _Path.resize(0);
+    _ChannelsCurrent = 0;
+    _ChannelsCount = 1;
+    // NB: Do not clear channels so our allocations are re-used after the first frame.
+}
+
+void ImDrawList::ClearFreeMemory()
+{
+    CmdBuffer.clear();
+    IdxBuffer.clear();
+    VtxBuffer.clear();
+    _VtxCurrentIdx = 0;
+    _VtxWritePtr = NULL;
+    _IdxWritePtr = NULL;
+    _ClipRectStack.clear();
+    _TextureIdStack.clear();
+    _Path.clear();
+    _ChannelsCurrent = 0;
+    _ChannelsCount = 1;
+    for (int i = 0; i < _Channels.Size; i++)
+    {
+        if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0]));  // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
+        _Channels[i].CmdBuffer.clear();
+        _Channels[i].IdxBuffer.clear();
+    }
+    _Channels.clear();
+}
+
+ImDrawList* ImDrawList::CloneOutput() const
+{
+    ImDrawList* dst = IM_NEW(ImDrawList(NULL));
+    dst->CmdBuffer = CmdBuffer;
+    dst->IdxBuffer = IdxBuffer;
+    dst->VtxBuffer = VtxBuffer;
+    dst->Flags = Flags;
+    return dst;
+}
+
+// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
+#define GetCurrentClipRect()    (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1]  : _Data->ClipRectFullscreen)
+#define GetCurrentTextureId()   (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
+
+void ImDrawList::AddDrawCmd()
+{
+    ImDrawCmd draw_cmd;
+    draw_cmd.ClipRect = GetCurrentClipRect();
+    draw_cmd.TextureId = GetCurrentTextureId();
+
+    IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
+    CmdBuffer.push_back(draw_cmd);
+}
+
+void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
+{
+    ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
+    if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
+    {
+        AddDrawCmd();
+        current_cmd = &CmdBuffer.back();
+    }
+    current_cmd->UserCallback = callback;
+    current_cmd->UserCallbackData = callback_data;
+
+    AddDrawCmd(); // Force a new command after us (see comment below)
+}
+
+// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
+// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
+void ImDrawList::UpdateClipRect()
+{
+    // If current command is used with different settings we need to add a new command
+    const ImVec4 curr_clip_rect = GetCurrentClipRect();
+    ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL;
+    if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
+    {
+        AddDrawCmd();
+        return;
+    }
+
+    // Try to merge with previous command if it matches, else use current command
+    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
+    if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL)
+        CmdBuffer.pop_back();
+    else
+        curr_cmd->ClipRect = curr_clip_rect;
+}
+
+void ImDrawList::UpdateTextureID()
+{
+    // If current command is used with different settings we need to add a new command
+    const ImTextureID curr_texture_id = GetCurrentTextureId();
+    ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
+    if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
+    {
+        AddDrawCmd();
+        return;
+    }
+
+    // Try to merge with previous command if it matches, else use current command
+    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
+    if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
+        CmdBuffer.pop_back();
+    else
+        curr_cmd->TextureId = curr_texture_id;
+}
+
+#undef GetCurrentClipRect
+#undef GetCurrentTextureId
+
+// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
+{
+    ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
+    if (intersect_with_current_clip_rect && _ClipRectStack.Size)
+    {
+        ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1];
+        if (cr.x < current.x) cr.x = current.x;
+        if (cr.y < current.y) cr.y = current.y;
+        if (cr.z > current.z) cr.z = current.z;
+        if (cr.w > current.w) cr.w = current.w;
+    }
+    cr.z = ImMax(cr.x, cr.z);
+    cr.w = ImMax(cr.y, cr.w);
+
+    _ClipRectStack.push_back(cr);
+    UpdateClipRect();
+}
+
+void ImDrawList::PushClipRectFullScreen()
+{
+    PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
+}
+
+void ImDrawList::PopClipRect()
+{
+    IM_ASSERT(_ClipRectStack.Size > 0);
+    _ClipRectStack.pop_back();
+    UpdateClipRect();
+}
+
+void ImDrawList::PushTextureID(ImTextureID texture_id)
+{
+    _TextureIdStack.push_back(texture_id);
+    UpdateTextureID();
+}
+
+void ImDrawList::PopTextureID()
+{
+    IM_ASSERT(_TextureIdStack.Size > 0);
+    _TextureIdStack.pop_back();
+    UpdateTextureID();
+}
+
+void ImDrawList::ChannelsSplit(int channels_count)
+{
+    IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
+    int old_channels_count = _Channels.Size;
+    if (old_channels_count < channels_count)
+        _Channels.resize(channels_count);
+    _ChannelsCount = channels_count;
+
+    // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
+    // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
+    // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
+    memset(&_Channels[0], 0, sizeof(ImDrawChannel));
+    for (int i = 1; i < channels_count; i++)
+    {
+        if (i >= old_channels_count)
+        {
+            IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
+        }
+        else
+        {
+            _Channels[i].CmdBuffer.resize(0);
+            _Channels[i].IdxBuffer.resize(0);
+        }
+        if (_Channels[i].CmdBuffer.Size == 0)
+        {
+            ImDrawCmd draw_cmd;
+            draw_cmd.ClipRect = _ClipRectStack.back();
+            draw_cmd.TextureId = _TextureIdStack.back();
+            _Channels[i].CmdBuffer.push_back(draw_cmd);
+        }
+    }
+}
+
+void ImDrawList::ChannelsMerge()
+{
+    // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
+    if (_ChannelsCount <= 1)
+        return;
+
+    ChannelsSetCurrent(0);
+    if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
+        CmdBuffer.pop_back();
+
+    int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
+    for (int i = 1; i < _ChannelsCount; i++)
+    {
+        ImDrawChannel& ch = _Channels[i];
+        if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
+            ch.CmdBuffer.pop_back();
+        new_cmd_buffer_count += ch.CmdBuffer.Size;
+        new_idx_buffer_count += ch.IdxBuffer.Size;
+    }
+    CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
+    IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
+
+    ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
+    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
+    for (int i = 1; i < _ChannelsCount; i++)
+    {
+        ImDrawChannel& ch = _Channels[i];
+        if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
+        if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
+    }
+    UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
+    _ChannelsCount = 1;
+}
+
+void ImDrawList::ChannelsSetCurrent(int idx)
+{
+    IM_ASSERT(idx < _ChannelsCount);
+    if (_ChannelsCurrent == idx) return;
+    memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
+    memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
+    _ChannelsCurrent = idx;
+    memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
+    memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
+    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
+}
+
+// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
+void ImDrawList::PrimReserve(int idx_count, int vtx_count)
+{
+    ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
+    draw_cmd.ElemCount += idx_count;
+
+    int vtx_buffer_old_size = VtxBuffer.Size;
+    VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
+    _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
+
+    int idx_buffer_old_size = IdxBuffer.Size;
+    IdxBuffer.resize(idx_buffer_old_size + idx_count);
+    _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
+}
+
+// Fully unrolled with inline call to keep our debug builds decently fast.
+void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
+{
+    ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
+{
+    ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
+{
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
+void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
+{
+    if (points_count < 2)
+        return;
+
+    const ImVec2 uv = _Data->TexUvWhitePixel;
+
+    int count = points_count;
+    if (!closed)
+        count = points_count-1;
+
+    const bool thick_line = thickness > 1.0f;
+    if (Flags & ImDrawListFlags_AntiAliasedLines)
+    {
+        // Anti-aliased stroke
+        const float AA_SIZE = 1.0f;
+        const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+
+        const int idx_count = thick_line ? count*18 : count*12;
+        const int vtx_count = thick_line ? points_count*4 : points_count*3;
+        PrimReserve(idx_count, vtx_count);
+
+        // Temporary buffer
+        ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));
+        ImVec2* temp_points = temp_normals + points_count;
+
+        for (int i1 = 0; i1 < count; i1++)
+        {
+            const int i2 = (i1+1) == points_count ? 0 : i1+1;
+            ImVec2 diff = points[i2] - points[i1];
+            diff *= ImInvLength(diff, 1.0f);
+            temp_normals[i1].x = diff.y;
+            temp_normals[i1].y = -diff.x;
+        }
+        if (!closed)
+            temp_normals[points_count-1] = temp_normals[points_count-2];
+
+        if (!thick_line)
+        {
+            if (!closed)
+            {
+                temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
+                temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
+                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;
+                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;
+            }
+
+            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+            unsigned int idx1 = _VtxCurrentIdx;
+            for (int i1 = 0; i1 < count; i1++)
+            {
+                const int i2 = (i1+1) == points_count ? 0 : i1+1;
+                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
+
+                // Average normals
+                ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
+                float dmr2 = dm.x*dm.x + dm.y*dm.y;
+                if (dmr2 > 0.000001f)
+                {
+                    float scale = 1.0f / dmr2;
+                    if (scale > 100.0f) scale = 100.0f;
+                    dm *= scale;
+                }
+                dm *= AA_SIZE;
+                temp_points[i2*2+0] = points[i2] + dm;
+                temp_points[i2*2+1] = points[i2] - dm;
+
+                // Add indexes
+                _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
+                _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0);
+                _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);
+                _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1);
+                _IdxWritePtr += 12;
+
+                idx1 = idx2;
+            }
+
+            // Add vertexes
+            for (int i = 0; i < points_count; i++)
+            {
+                _VtxWritePtr[0].pos = points[i];          _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+                _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;
+                _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;
+                _VtxWritePtr += 3;
+            }
+        }
+        else
+        {
+            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
+            if (!closed)
+            {
+                temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
+                temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
+                temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
+                temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
+                temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
+                temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness);
+                temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness);
+                temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
+            }
+
+            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+            unsigned int idx1 = _VtxCurrentIdx;
+            for (int i1 = 0; i1 < count; i1++)
+            {
+                const int i2 = (i1+1) == points_count ? 0 : i1+1;
+                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
+
+                // Average normals
+                ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
+                float dmr2 = dm.x*dm.x + dm.y*dm.y;
+                if (dmr2 > 0.000001f)
+                {
+                    float scale = 1.0f / dmr2;
+                    if (scale > 100.0f) scale = 100.0f;
+                    dm *= scale;
+                }
+                ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE);
+                ImVec2 dm_in = dm * half_inner_thickness;
+                temp_points[i2*4+0] = points[i2] + dm_out;
+                temp_points[i2*4+1] = points[i2] + dm_in;
+                temp_points[i2*4+2] = points[i2] - dm_in;
+                temp_points[i2*4+3] = points[i2] - dm_out;
+
+                // Add indexes
+                _IdxWritePtr[0]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[1]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[2]  = (ImDrawIdx)(idx1+2);
+                _IdxWritePtr[3]  = (ImDrawIdx)(idx1+2); _IdxWritePtr[4]  = (ImDrawIdx)(idx2+2); _IdxWritePtr[5]  = (ImDrawIdx)(idx2+1);
+                _IdxWritePtr[6]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[7]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[8]  = (ImDrawIdx)(idx1+0);
+                _IdxWritePtr[9]  = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1);
+                _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3);
+                _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2);
+                _IdxWritePtr += 18;
+
+                idx1 = idx2;
+            }
+
+            // Add vertexes
+            for (int i = 0; i < points_count; i++)
+            {
+                _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
+                _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+                _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+                _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans;
+                _VtxWritePtr += 4;
+            }
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+    else
+    {
+        // Non Anti-aliased Stroke
+        const int idx_count = count*6;
+        const int vtx_count = count*4;      // FIXME-OPT: Not sharing edges
+        PrimReserve(idx_count, vtx_count);
+
+        for (int i1 = 0; i1 < count; i1++)
+        {
+            const int i2 = (i1+1) == points_count ? 0 : i1+1;
+            const ImVec2& p1 = points[i1];
+            const ImVec2& p2 = points[i2];
+            ImVec2 diff = p2 - p1;
+            diff *= ImInvLength(diff, 1.0f);
+
+            const float dx = diff.x * (thickness * 0.5f);
+            const float dy = diff.y * (thickness * 0.5f);
+            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+            _VtxWritePtr += 4;
+
+            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
+            _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
+            _IdxWritePtr += 6;
+            _VtxCurrentIdx += 4;
+        }
+    }
+}
+
+void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
+{
+    const ImVec2 uv = _Data->TexUvWhitePixel;
+
+    if (Flags & ImDrawListFlags_AntiAliasedFill)
+    {
+        // Anti-aliased Fill
+        const float AA_SIZE = 1.0f;
+        const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+        const int idx_count = (points_count-2)*3 + points_count*6;
+        const int vtx_count = (points_count*2);
+        PrimReserve(idx_count, vtx_count);
+
+        // Add indexes for fill
+        unsigned int vtx_inner_idx = _VtxCurrentIdx;
+        unsigned int vtx_outer_idx = _VtxCurrentIdx+1;
+        for (int i = 2; i < points_count; i++)
+        {
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1));
+            _IdxWritePtr += 3;
+        }
+
+        // Compute normals
+        ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));
+        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            const ImVec2& p0 = points[i0];
+            const ImVec2& p1 = points[i1];
+            ImVec2 diff = p1 - p0;
+            diff *= ImInvLength(diff, 1.0f);
+            temp_normals[i0].x = diff.y;
+            temp_normals[i0].y = -diff.x;
+        }
+
+        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            // Average normals
+            const ImVec2& n0 = temp_normals[i0];
+            const ImVec2& n1 = temp_normals[i1];
+            ImVec2 dm = (n0 + n1) * 0.5f;
+            float dmr2 = dm.x*dm.x + dm.y*dm.y;
+            if (dmr2 > 0.000001f)
+            {
+                float scale = 1.0f / dmr2;
+                if (scale > 100.0f) scale = 100.0f;
+                dm *= scale;
+            }
+            dm *= AA_SIZE * 0.5f;
+
+            // Add vertices
+            _VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
+            _VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer
+            _VtxWritePtr += 2;
+
+            // Add indexes for fringes
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1));
+            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1));
+            _IdxWritePtr += 6;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+    else
+    {
+        // Non Anti-aliased Fill
+        const int idx_count = (points_count-2)*3;
+        const int vtx_count = points_count;
+        PrimReserve(idx_count, vtx_count);
+        for (int i = 0; i < vtx_count; i++)
+        {
+            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+            _VtxWritePtr++;
+        }
+        for (int i = 2; i < points_count; i++)
+        {
+            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);
+            _IdxWritePtr += 3;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+}
+
+void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
+{
+    if (radius == 0.0f || a_min_of_12 > a_max_of_12)
+    {
+        _Path.push_back(centre);
+        return;
+    }
+    _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
+    for (int a = a_min_of_12; a <= a_max_of_12; a++)
+    {
+        const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
+        _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
+    }
+}
+
+void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
+{
+    if (radius == 0.0f)
+    {
+        _Path.push_back(centre);
+        return;
+    }
+    _Path.reserve(_Path.Size + (num_segments + 1));
+    for (int i = 0; i <= num_segments; i++)
+    {
+        const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
+        _Path.push_back(ImVec2(centre.x + cosf(a) * radius, centre.y + sinf(a) * radius));
+    }
+}
+
+static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+    float dx = x4 - x1;
+    float dy = y4 - y1;
+    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+    d2 = (d2 >= 0) ? d2 : -d2;
+    d3 = (d3 >= 0) ? d3 : -d3;
+    if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
+    {
+        path->push_back(ImVec2(x4, y4));
+    }
+    else if (level < 10)
+    {
+        float x12 = (x1+x2)*0.5f,       y12 = (y1+y2)*0.5f;
+        float x23 = (x2+x3)*0.5f,       y23 = (y2+y3)*0.5f;
+        float x34 = (x3+x4)*0.5f,       y34 = (y3+y4)*0.5f;
+        float x123 = (x12+x23)*0.5f,    y123 = (y12+y23)*0.5f;
+        float x234 = (x23+x34)*0.5f,    y234 = (y23+y34)*0.5f;
+        float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
+
+        PathBezierToCasteljau(path, x1,y1,        x12,y12,    x123,y123,  x1234,y1234, tess_tol, level+1);
+        PathBezierToCasteljau(path, x1234,y1234,  x234,y234,  x34,y34,    x4,y4,       tess_tol, level+1);
+    }
+}
+
+void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
+{
+    ImVec2 p1 = _Path.back();
+    if (num_segments == 0)
+    {
+        // Auto-tessellated
+        PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
+    }
+    else
+    {
+        float t_step = 1.0f / (float)num_segments;
+        for (int i_step = 1; i_step <= num_segments; i_step++)
+        {
+            float t = t_step * i_step;
+            float u = 1.0f - t;
+            float w1 = u*u*u;
+            float w2 = 3*u*u*t;
+            float w3 = 3*u*t*t;
+            float w4 = t*t*t;
+            _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
+        }
+    }
+}
+
+void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
+{
+    rounding = ImMin(rounding, fabsf(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top)  == ImDrawCornerFlags_Top)  || ((rounding_corners & ImDrawCornerFlags_Bot)   == ImDrawCornerFlags_Bot)   ? 0.5f : 1.0f ) - 1.0f);
+    rounding = ImMin(rounding, fabsf(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);
+
+    if (rounding <= 0.0f || rounding_corners == 0)
+    {
+        PathLineTo(a);
+        PathLineTo(ImVec2(b.x, a.y));
+        PathLineTo(b);
+        PathLineTo(ImVec2(a.x, b.y));
+    }
+    else
+    {
+        const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;
+        const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;
+        const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;
+        const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f;
+        PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
+        PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
+        PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
+        PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
+    }
+}
+
+void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    PathLineTo(a + ImVec2(0.5f,0.5f));
+    PathLineTo(b + ImVec2(0.5f,0.5f));
+    PathStroke(col, false, thickness);
+}
+
+// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
+void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    if (Flags & ImDrawListFlags_AntiAliasedLines)
+        PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags);
+    else
+        PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes.
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    if (rounding > 0.0f)
+    {
+        PathRect(a, b, rounding, rounding_corners_flags);
+        PathFillConvex(col);
+    }
+    else
+    {
+        PrimReserve(6, 4);
+        PrimRect(a, b, col);
+    }
+}
+
+void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
+{
+    if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
+        return;
+
+    const ImVec2 uv = _Data->TexUvWhitePixel;
+    PrimReserve(6, 4);
+    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
+    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
+    PrimWriteVtx(a, uv, col_upr_left);
+    PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
+    PrimWriteVtx(c, uv, col_bot_right);
+    PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
+}
+
+void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathLineTo(d);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathLineTo(d);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(centre, radius, 0.0f, a_max, num_segments);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(pos0);
+    PathBezierCurveTo(cp0, cp1, pos1, num_segments);
+    PathStroke(col, false, thickness);
+}
+
+void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    if (text_end == NULL)
+        text_end = text_begin + strlen(text_begin);
+    if (text_begin == text_end)
+        return;
+
+    // Pull default font/size from the shared ImDrawListSharedData instance
+    if (font == NULL)
+        font = _Data->Font;
+    if (font_size == 0.0f)
+        font_size = _Data->FontSize;
+
+    IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back());  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
+
+    ImVec4 clip_rect = _ClipRectStack.back();
+    if (cpu_fine_clip_rect)
+    {
+        clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
+        clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
+        clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
+        clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
+    }
+    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
+}
+
+void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
+{
+    AddText(NULL, 0.0f, pos, col, text_begin, text_end);
+}
+
+void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    PrimReserve(6, 4);
+    PrimRectUV(a, b, uv_a, uv_b, col);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    PrimReserve(6, 4);
+    PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
+    {
+        AddImage(user_texture_id, a, b, uv_a, uv_b, col);
+        return;
+    }
+
+    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    int vert_start_idx = VtxBuffer.Size;
+    PathRect(a, b, rounding, rounding_corners);
+    PathFillConvex(col);
+    int vert_end_idx = VtxBuffer.Size;
+    ImGui::ShadeVertsLinearUV(VtxBuffer.Data + vert_start_idx, VtxBuffer.Data + vert_end_idx, a, b, uv_a, uv_b, true);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+//-----------------------------------------------------------------------------
+// ImDrawData
+//-----------------------------------------------------------------------------
+
+// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+void ImDrawData::DeIndexAllBuffers()
+{
+    ImVector<ImDrawVert> new_vtx_buffer;
+    TotalVtxCount = TotalIdxCount = 0;
+    for (int i = 0; i < CmdListsCount; i++)
+    {
+        ImDrawList* cmd_list = CmdLists[i];
+        if (cmd_list->IdxBuffer.empty())
+            continue;
+        new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
+        for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
+            new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
+        cmd_list->VtxBuffer.swap(new_vtx_buffer);
+        cmd_list->IdxBuffer.resize(0);
+        TotalVtxCount += cmd_list->VtxBuffer.Size;
+    }
+}
+
+// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
+void ImDrawData::ScaleClipRects(const ImVec2& scale)
+{
+    for (int i = 0; i < CmdListsCount; i++)
+    {
+        ImDrawList* cmd_list = CmdLists[i];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
+            cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);
+        }
+    }
+}
+
+//-----------------------------------------------------------------------------
+// Shade functions
+//-----------------------------------------------------------------------------
+
+// Generic linear color gradient, write to RGB fields, leave A untouched.
+void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
+{
+    ImVec2 gradient_extent = gradient_p1 - gradient_p0;
+    float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
+    for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
+    {
+        float d = ImDot(vert->pos - gradient_p0, gradient_extent);
+        float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
+        int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
+        int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
+        int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);
+        vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
+    }
+}
+
+// Scan and shade backward from the end of given vertices. Assume vertices are text only (= vert_start..vert_end going left to right) so we can break as soon as we are out the gradient bounds.
+void ImGui::ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x)
+{
+    float gradient_extent_x = gradient_p1_x - gradient_p0_x;
+    float gradient_inv_length2 = 1.0f / (gradient_extent_x * gradient_extent_x);
+    int full_alpha_count = 0;
+    for (ImDrawVert* vert = vert_end - 1; vert >= vert_start; vert--)
+    {
+        float d = (vert->pos.x - gradient_p0_x) * (gradient_extent_x);
+        float alpha_mul = 1.0f - ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
+        if (alpha_mul >= 1.0f && ++full_alpha_count > 2)
+            return; // Early out
+        int a = (int)(((vert->col >> IM_COL32_A_SHIFT) & 0xFF) * alpha_mul);
+        vert->col = (vert->col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
+    }
+}
+
+// Distribute UV over (a, b) rectangle
+void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
+{
+    const ImVec2 size = b - a;
+    const ImVec2 uv_size = uv_b - uv_a;
+    const ImVec2 scale = ImVec2(
+        size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
+        size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
+
+    if (clamp)
+    {
+        const ImVec2 min = ImMin(uv_a, uv_b);
+        const ImVec2 max = ImMax(uv_a, uv_b);
+
+        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+            vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
+    }
+    else
+    {
+        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+            vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
+    }
+}
+
+//-----------------------------------------------------------------------------
+// ImFontConfig
+//-----------------------------------------------------------------------------
+
+ImFontConfig::ImFontConfig()
+{
+    FontData = NULL;
+    FontDataSize = 0;
+    FontDataOwnedByAtlas = true;
+    FontNo = 0;
+    SizePixels = 0.0f;
+    OversampleH = 3;
+    OversampleV = 1;
+    PixelSnapH = false;
+    GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
+    GlyphOffset = ImVec2(0.0f, 0.0f);
+    GlyphRanges = NULL;
+    MergeMode = false;
+    RasterizerFlags = 0x00;
+    RasterizerMultiply = 1.0f;
+    memset(Name, 0, sizeof(Name));
+    DstFont = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// ImFontAtlas
+//-----------------------------------------------------------------------------
+
+// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
+// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
+const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;
+const int FONT_ATLAS_DEFAULT_TEX_DATA_H      = 27;
+const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
+static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
+{
+    "..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX"
+    "..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X"
+    "---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X"
+    "X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X"
+    "XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X"
+    "X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X"
+    "X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX"
+    "X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      "
+    "X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       "
+    "X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        "
+    "X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         "
+    "X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          "
+    "X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           "
+    "X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            "
+    "X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           "
+    "X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          "
+    "X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          "
+    "X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       ------------------------------------"
+    "X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           "
+    "XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           "
+    "      X..X          -  X...X  -         X...X         -  X..X           X..X  -           "
+    "       XX           -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           "
+    "------------        -    X    -           X           -X.....................X-           "
+    "                    ----------------------------------- X...XXXXXXXXXXXXX...X -           "
+    "                                                      -  X..X           X..X  -           "
+    "                                                      -   X.X           X.X   -           "
+    "                                                      -    XX           XX    -           "
+};
+
+static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
+{
+    // Pos ........ Size ......... Offset ......
+    { ImVec2(0,3),  ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
+    { ImVec2(13,0), ImVec2(7,16),  ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
+    { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
+    { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
+    { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
+    { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
+    { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
+};
+
+ImFontAtlas::ImFontAtlas()
+{
+    Flags = 0x00;
+    TexID = NULL;
+    TexDesiredWidth = 0;
+    TexGlyphPadding = 1;
+
+    TexPixelsAlpha8 = NULL;
+    TexPixelsRGBA32 = NULL;
+    TexWidth = TexHeight = 0;
+    TexUvScale = ImVec2(0.0f, 0.0f);
+    TexUvWhitePixel = ImVec2(0.0f, 0.0f);
+    for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
+        CustomRectIds[n] = -1;
+}
+
+ImFontAtlas::~ImFontAtlas()
+{
+    Clear();
+}
+
+void    ImFontAtlas::ClearInputData()
+{
+    for (int i = 0; i < ConfigData.Size; i++)
+        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
+        {
+            ImGui::MemFree(ConfigData[i].FontData);
+            ConfigData[i].FontData = NULL;
+        }
+
+    // When clearing this we lose access to the font name and other information used to build the font.
+    for (int i = 0; i < Fonts.Size; i++)
+        if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
+        {
+            Fonts[i]->ConfigData = NULL;
+            Fonts[i]->ConfigDataCount = 0;
+        }
+    ConfigData.clear();
+    CustomRects.clear();
+    for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
+        CustomRectIds[n] = -1;
+}
+
+void    ImFontAtlas::ClearTexData()
+{
+    if (TexPixelsAlpha8)
+        ImGui::MemFree(TexPixelsAlpha8);
+    if (TexPixelsRGBA32)
+        ImGui::MemFree(TexPixelsRGBA32);
+    TexPixelsAlpha8 = NULL;
+    TexPixelsRGBA32 = NULL;
+}
+
+void    ImFontAtlas::ClearFonts()
+{
+    for (int i = 0; i < Fonts.Size; i++)
+        IM_DELETE(Fonts[i]);
+    Fonts.clear();
+}
+
+void    ImFontAtlas::Clear()
+{
+    ClearInputData();
+    ClearTexData();
+    ClearFonts();
+}
+
+void    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    // Build atlas on demand
+    if (TexPixelsAlpha8 == NULL)
+    {
+        if (ConfigData.empty())
+            AddFontDefault();
+        Build();
+    }
+
+    *out_pixels = TexPixelsAlpha8;
+    if (out_width) *out_width = TexWidth;
+    if (out_height) *out_height = TexHeight;
+    if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
+}
+
+void    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    // Convert to RGBA32 format on demand
+    // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
+    if (!TexPixelsRGBA32)
+    {
+        unsigned char* pixels = NULL;
+        GetTexDataAsAlpha8(&pixels, NULL, NULL);
+        if (pixels)
+        {
+            TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));
+            const unsigned char* src = pixels;
+            unsigned int* dst = TexPixelsRGBA32;
+            for (int n = TexWidth * TexHeight; n > 0; n--)
+                *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
+        }
+    }
+
+    *out_pixels = (unsigned char*)TexPixelsRGBA32;
+    if (out_width) *out_width = TexWidth;
+    if (out_height) *out_height = TexHeight;
+    if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
+}
+
+ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
+{
+    IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
+    IM_ASSERT(font_cfg->SizePixels > 0.0f);
+
+    // Create new font
+    if (!font_cfg->MergeMode)
+        Fonts.push_back(IM_NEW(ImFont));
+    else
+        IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
+
+    ConfigData.push_back(*font_cfg);
+    ImFontConfig& new_font_cfg = ConfigData.back();
+    if (!new_font_cfg.DstFont)
+        new_font_cfg.DstFont = Fonts.back();
+    if (!new_font_cfg.FontDataOwnedByAtlas)
+    {
+        new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);
+        new_font_cfg.FontDataOwnedByAtlas = true;
+        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
+    }
+
+    // Invalidate texture
+    ClearTexData();
+    return new_font_cfg.DstFont;
+}
+
+// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
+static unsigned int stb_decompress_length(const unsigned char *input);
+static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length);
+static const char*  GetDefaultCompressedFontDataTTFBase85();
+static unsigned int Decode85Byte(char c)                                    { return c >= '\\' ? c-36 : c-35; }
+static void         Decode85(const unsigned char* src, unsigned char* dst)
+{
+    while (*src)
+    {
+        unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));
+        dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.
+        src += 5;
+        dst += 4;
+    }
+}
+
+// Load embedded ProggyClean.ttf at size 13, disable oversampling
+ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
+{
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    if (!font_cfg_template)
+    {
+        font_cfg.OversampleH = font_cfg.OversampleV = 1;
+        font_cfg.PixelSnapH = true;
+    }
+    if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px");
+    if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f;
+
+    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
+    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault());
+    font->DisplayOffset.y = 1.0f;
+    return font;
+}
+
+ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    int data_size = 0;
+    void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
+    if (!data)
+    {
+        IM_ASSERT(0); // Could not load file.
+        return NULL;
+    }
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    if (font_cfg.Name[0] == '\0')
+    {
+        // Store a short copy of filename into into the font name for convenience
+        const char* p;
+        for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
+        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
+    }
+    return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
+ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    IM_ASSERT(font_cfg.FontData == NULL);
+    font_cfg.FontData = ttf_data;
+    font_cfg.FontDataSize = ttf_size;
+    font_cfg.SizePixels = size_pixels;
+    if (glyph_ranges)
+        font_cfg.GlyphRanges = glyph_ranges;
+    return AddFont(&font_cfg);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
+    unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size);
+    stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
+
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    IM_ASSERT(font_cfg.FontData == NULL);
+    font_cfg.FontDataOwnedByAtlas = true;
+    return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
+{
+    int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
+    void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size);
+    Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
+    ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
+    ImGui::MemFree(compressed_ttf);
+    return font;
+}
+
+int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
+{
+    IM_ASSERT(id >= 0x10000);
+    IM_ASSERT(width > 0 && width <= 0xFFFF);
+    IM_ASSERT(height > 0 && height <= 0xFFFF);
+    CustomRect r;
+    r.ID = id;
+    r.Width = (unsigned short)width;
+    r.Height = (unsigned short)height;
+    CustomRects.push_back(r);
+    return CustomRects.Size - 1; // Return index
+}
+
+int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
+{
+    IM_ASSERT(font != NULL);
+    IM_ASSERT(width > 0 && width <= 0xFFFF);
+    IM_ASSERT(height > 0 && height <= 0xFFFF);
+    CustomRect r;
+    r.ID = id;
+    r.Width = (unsigned short)width;
+    r.Height = (unsigned short)height;
+    r.GlyphAdvanceX = advance_x;
+    r.GlyphOffset = offset;
+    r.Font = font;
+    CustomRects.push_back(r);
+    return CustomRects.Size - 1; // Return index
+}
+
+void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
+{
+    IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates
+    IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed
+    *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
+    *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
+}
+
+bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
+{
+    if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
+        return false;
+    if (Flags & ImFontAtlasFlags_NoMouseCursors)
+        return false;
+
+    IM_ASSERT(CustomRectIds[0] != -1);
+    ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]];
+    IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
+    ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
+    ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
+    *out_size = size;
+    *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
+    out_uv_border[0] = (pos) * TexUvScale;
+    out_uv_border[1] = (pos + size) * TexUvScale;
+    pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
+    out_uv_fill[0] = (pos) * TexUvScale;
+    out_uv_fill[1] = (pos + size) * TexUvScale;
+    return true;
+}
+
+bool    ImFontAtlas::Build()
+{
+    return ImFontAtlasBuildWithStbTruetype(this);
+}
+
+void    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
+{
+    for (unsigned int i = 0; i < 256; i++)
+    {
+        unsigned int value = (unsigned int)(i * in_brighten_factor);
+        out_table[i] = value > 255 ? 255 : (value & 0xFF);
+    }
+}
+
+void    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
+{
+    unsigned char* data = pixels + x + y * stride;
+    for (int j = h; j > 0; j--, data += stride)
+        for (int i = 0; i < w; i++)
+            data[i] = table[data[i]];
+}
+
+bool    ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
+{
+    IM_ASSERT(atlas->ConfigData.Size > 0);
+
+    ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
+
+    atlas->TexID = NULL;
+    atlas->TexWidth = atlas->TexHeight = 0;
+    atlas->TexUvScale = ImVec2(0.0f, 0.0f);
+    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
+    atlas->ClearTexData();
+
+    // Count glyphs/ranges
+    int total_glyphs_count = 0;
+    int total_ranges_count = 0;
+    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = atlas->ConfigData[input_i];
+        if (!cfg.GlyphRanges)
+            cfg.GlyphRanges = atlas->GetGlyphRangesDefault();
+        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, total_ranges_count++)
+            total_glyphs_count += (in_range[1] - in_range[0]) + 1;
+    }
+
+    // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
+    // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
+    atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
+    atlas->TexHeight = 0;
+
+    // Start packing
+    const int max_tex_height = 1024*32;
+    stbtt_pack_context spc = {};
+    if (!stbtt_PackBegin(&spc, NULL, atlas->TexWidth, max_tex_height, 0, atlas->TexGlyphPadding, NULL))
+        return false;
+    stbtt_PackSetOversampling(&spc, 1, 1);
+
+    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+    ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
+
+    // Initialize font information (so we can error without any cleanup)
+    struct ImFontTempBuildData
+    {
+        stbtt_fontinfo      FontInfo;
+        stbrp_rect*         Rects;
+        int                 RectsCount;
+        stbtt_pack_range*   Ranges;
+        int                 RangesCount;
+    };
+    ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)atlas->ConfigData.Size * sizeof(ImFontTempBuildData));
+    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = atlas->ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
+
+        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
+        IM_ASSERT(font_offset >= 0);
+        if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
+        {
+            atlas->TexWidth = atlas->TexHeight = 0; // Reset output on failure
+            ImGui::MemFree(tmp_array);
+            return false;
+        }
+    }
+
+    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
+    int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
+    stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbtt_packedchar));
+    stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbrp_rect));
+    stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_ranges_count * sizeof(stbtt_pack_range));
+    memset(buf_packedchars, 0, total_glyphs_count * sizeof(stbtt_packedchar));
+    memset(buf_rects, 0, total_glyphs_count * sizeof(stbrp_rect));              // Unnecessary but let's clear this for the sake of sanity.
+    memset(buf_ranges, 0, total_ranges_count * sizeof(stbtt_pack_range));
+
+    // First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
+    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = atlas->ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+
+        // Setup ranges
+        int font_glyphs_count = 0;
+        int font_ranges_count = 0;
+        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, font_ranges_count++)
+            font_glyphs_count += (in_range[1] - in_range[0]) + 1;
+        tmp.Ranges = buf_ranges + buf_ranges_n;
+        tmp.RangesCount = font_ranges_count;
+        buf_ranges_n += font_ranges_count;
+        for (int i = 0; i < font_ranges_count; i++)
+        {
+            const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
+            stbtt_pack_range& range = tmp.Ranges[i];
+            range.font_size = cfg.SizePixels;
+            range.first_unicode_codepoint_in_range = in_range[0];
+            range.num_chars = (in_range[1] - in_range[0]) + 1;
+            range.chardata_for_range = buf_packedchars + buf_packedchars_n;
+            buf_packedchars_n += range.num_chars;
+        }
+
+        // Pack
+        tmp.Rects = buf_rects + buf_rects_n;
+        tmp.RectsCount = font_glyphs_count;
+        buf_rects_n += font_glyphs_count;
+        stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
+        int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
+        IM_ASSERT(n == font_glyphs_count);
+        stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
+
+        // Extend texture height
+        for (int i = 0; i < n; i++)
+            if (tmp.Rects[i].was_packed)
+                atlas->TexHeight = ImMax(atlas->TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
+    }
+    IM_ASSERT(buf_rects_n == total_glyphs_count);
+    IM_ASSERT(buf_packedchars_n == total_glyphs_count);
+    IM_ASSERT(buf_ranges_n == total_ranges_count);
+
+    // Create texture
+    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
+    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
+    atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
+    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
+    spc.pixels = atlas->TexPixelsAlpha8;
+    spc.height = atlas->TexHeight;
+
+    // Second pass: render font characters
+    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = atlas->ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+        stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
+        stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
+        if (cfg.RasterizerMultiply != 1.0f)
+        {
+            unsigned char multiply_table[256];
+            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
+            for (const stbrp_rect* r = tmp.Rects; r != tmp.Rects + tmp.RectsCount; r++)
+                if (r->was_packed)
+                    ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, spc.pixels, r->x, r->y, r->w, r->h, spc.stride_in_bytes);
+        }
+        tmp.Rects = NULL;
+    }
+
+    // End packing
+    stbtt_PackEnd(&spc);
+    ImGui::MemFree(buf_rects);
+    buf_rects = NULL;
+
+    // Third pass: setup ImFont and glyphs for runtime
+    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = atlas->ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+        ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
+        if (cfg.MergeMode)
+            dst_font->BuildLookupTable();
+
+        const float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);
+        int unscaled_ascent, unscaled_descent, unscaled_line_gap;
+        stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+
+        const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
+        const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
+        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
+        const float off_x = cfg.GlyphOffset.x;
+        const float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
+
+        for (int i = 0; i < tmp.RangesCount; i++)
+        {
+            stbtt_pack_range& range = tmp.Ranges[i];
+            for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1)
+            {
+                const stbtt_packedchar& pc = range.chardata_for_range[char_idx];
+                if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1)
+                    continue;
+
+                const int codepoint = range.first_unicode_codepoint_in_range + char_idx;
+                if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint))
+                    continue;
+
+                stbtt_aligned_quad q;
+                float dummy_x = 0.0f, dummy_y = 0.0f;
+                stbtt_GetPackedQuad(range.chardata_for_range, atlas->TexWidth, atlas->TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);
+                dst_font->AddGlyph((ImWchar)codepoint, q.x0 + off_x, q.y0 + off_y, q.x1 + off_x, q.y1 + off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);
+            }
+        }
+    }
+
+    // Cleanup temporaries
+    ImGui::MemFree(buf_packedchars);
+    ImGui::MemFree(buf_ranges);
+    ImGui::MemFree(tmp_array);
+
+    ImFontAtlasBuildFinish(atlas);
+
+    return true;
+}
+
+void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
+{
+    if (atlas->CustomRectIds[0] >= 0)
+        return;
+    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
+        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
+    else
+        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2);
+}
+
+void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
+{
+    if (!font_config->MergeMode)
+    {
+        font->ClearOutputData();
+        font->FontSize = font_config->SizePixels;
+        font->ConfigData = font_config;
+        font->ContainerAtlas = atlas;
+        font->Ascent = ascent;
+        font->Descent = descent;
+    }
+    font->ConfigDataCount++;
+}
+
+void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* pack_context_opaque)
+{
+    stbrp_context* pack_context = (stbrp_context*)pack_context_opaque;
+
+    ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
+    IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
+
+    ImVector<stbrp_rect> pack_rects;
+    pack_rects.resize(user_rects.Size);
+    memset(pack_rects.Data, 0, sizeof(stbrp_rect) * user_rects.Size);
+    for (int i = 0; i < user_rects.Size; i++)
+    {
+        pack_rects[i].w = user_rects[i].Width;
+        pack_rects[i].h = user_rects[i].Height;
+    }
+    stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
+    for (int i = 0; i < pack_rects.Size; i++)
+        if (pack_rects[i].was_packed)
+        {
+            user_rects[i].X = pack_rects[i].x;
+            user_rects[i].Y = pack_rects[i].y;
+            IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
+            atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
+        }
+}
+
+static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
+{
+    IM_ASSERT(atlas->CustomRectIds[0] >= 0);
+    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
+    ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
+    IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
+    IM_ASSERT(r.IsPacked());
+
+    const int w = atlas->TexWidth;
+    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
+    {
+        // Render/copy pixels
+        IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
+        for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
+            for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
+            {
+                const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w;
+                const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
+                atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
+                atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
+            }
+    }
+    else
+    {
+        IM_ASSERT(r.Width == 2 && r.Height == 2);
+        const int offset = (int)(r.X) + (int)(r.Y) * w;
+        atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
+    }
+    atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y);
+}
+
+void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
+{
+    // Render into our custom data block
+    ImFontAtlasBuildRenderDefaultTexData(atlas);
+
+    // Register custom rectangle glyphs
+    for (int i = 0; i < atlas->CustomRects.Size; i++)
+    {
+        const ImFontAtlas::CustomRect& r = atlas->CustomRects[i];
+        if (r.Font == NULL || r.ID > 0x10000)
+            continue;
+
+        IM_ASSERT(r.Font->ContainerAtlas == atlas);
+        ImVec2 uv0, uv1;
+        atlas->CalcCustomRectUV(&r, &uv0, &uv1);
+        r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX);
+    }
+
+    // Build all fonts lookup tables
+    for (int i = 0; i < atlas->Fonts.Size; i++)
+        if (atlas->Fonts[i]->DirtyLookupTables)
+            atlas->Fonts[i]->BuildLookupTable();
+}
+
+// Retrieve list of range (2 int per range, values are inclusive)
+const ImWchar*   ImFontAtlas::GetGlyphRangesDefault()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesKorean()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3131, 0x3163, // Korean alphabets
+        0xAC00, 0xD79D, // Korean characters
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesChinese()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
+        0xFF00, 0xFFEF, // Half-width characters
+        0x4e00, 0x9FAF, // CJK Ideograms
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()
+{
+    // Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1.
+    // This encoding is designed to helps us reduce the source code size.
+    // FIXME: Source a list of the revised 2136 joyo kanji list from 2010 and rebuild this.
+    // The current list was sourced from http://theinstructionlimit.com/author/renaudbedardrenaudbedard/page/3
+    // Note that you may use ImFontAtlas::GlyphRangesBuilder to create your own ranges, by merging existing ranges or adding new characters.
+    static const short offsets_from_0x4E00[] =
+    {
+        -1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17,
+        4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1,
+        5,4,12,24,3,13,12,10,24,0,0,0,1,0,1,1,2,9,10,2,2,0,0,3,3,1,0,3,8,0,3,2,4,4,1,6,11,10,14,6,15,3,4,15,1,0,0,5,2,2,0,0,1,6,5,5,6,0,3,6,5,0,0,1,0,
+        11,2,2,8,4,7,0,10,0,1,2,17,19,3,0,2,5,0,6,2,4,4,6,1,1,11,2,0,3,1,2,1,2,10,7,6,3,16,0,8,24,0,0,3,1,1,3,0,1,6,0,0,0,2,0,1,5,15,0,1,0,0,2,11,19,
+        1,4,19,7,6,5,1,0,0,0,0,5,1,0,1,9,0,0,5,0,2,0,1,0,3,0,11,3,0,2,0,0,0,0,0,9,3,6,4,12,0,14,0,0,29,10,8,0,14,37,13,0,31,16,19,0,8,30,1,20,8,3,48,
+        21,1,0,12,0,10,44,34,42,54,11,18,82,0,2,1,2,12,1,0,6,2,17,2,12,7,0,7,17,4,2,6,24,23,8,23,39,2,16,23,1,0,5,1,2,15,14,5,6,2,11,0,8,6,2,2,2,14,
+        20,4,15,3,4,11,10,10,2,5,2,1,30,2,1,0,0,22,5,5,0,3,1,5,4,1,0,0,2,2,21,1,5,1,2,16,2,1,3,4,0,8,4,0,0,5,14,11,2,16,1,13,1,7,0,22,15,3,1,22,7,14,
+        22,19,11,24,18,46,10,20,64,45,3,2,0,4,5,0,1,4,25,1,0,0,2,10,0,0,0,1,0,1,2,0,0,9,1,2,0,0,0,2,5,2,1,1,5,5,8,1,1,1,5,1,4,9,1,3,0,1,0,1,1,2,0,0,
+        2,0,1,8,22,8,1,0,0,0,0,4,2,1,0,9,8,5,0,9,1,30,24,2,6,4,39,0,14,5,16,6,26,179,0,2,1,1,0,0,0,5,2,9,6,0,2,5,16,7,5,1,1,0,2,4,4,7,15,13,14,0,0,
+        3,0,1,0,0,0,2,1,6,4,5,1,4,9,0,3,1,8,0,0,10,5,0,43,0,2,6,8,4,0,2,0,0,9,6,0,9,3,1,6,20,14,6,1,4,0,7,2,3,0,2,0,5,0,3,1,0,3,9,7,0,3,4,0,4,9,1,6,0,
+        9,0,0,2,3,10,9,28,3,6,2,4,1,2,32,4,1,18,2,0,3,1,5,30,10,0,2,2,2,0,7,9,8,11,10,11,7,2,13,7,5,10,0,3,40,2,0,1,6,12,0,4,5,1,5,11,11,21,4,8,3,7,
+        8,8,33,5,23,0,0,19,8,8,2,3,0,6,1,1,1,5,1,27,4,2,5,0,3,5,6,3,1,0,3,1,12,5,3,3,2,0,7,7,2,1,0,4,0,1,1,2,0,10,10,6,2,5,9,7,5,15,15,21,6,11,5,20,
+        4,3,5,5,2,5,0,2,1,0,1,7,28,0,9,0,5,12,5,5,18,30,0,12,3,3,21,16,25,32,9,3,14,11,24,5,66,9,1,2,0,5,9,1,5,1,8,0,8,3,3,0,1,15,1,4,8,1,2,7,0,7,2,
+        8,3,7,5,3,7,10,2,1,0,0,2,25,0,6,4,0,10,0,4,2,4,1,12,5,38,4,0,4,1,10,5,9,4,0,14,4,2,5,18,20,21,1,3,0,5,0,7,0,3,7,1,3,1,1,8,1,0,0,0,3,2,5,2,11,
+        6,0,13,1,3,9,1,12,0,16,6,2,1,0,2,1,12,6,13,11,2,0,28,1,7,8,14,13,8,13,0,2,0,5,4,8,10,2,37,42,19,6,6,7,4,14,11,18,14,80,7,6,0,4,72,12,36,27,
+        7,7,0,14,17,19,164,27,0,5,10,7,3,13,6,14,0,2,2,5,3,0,6,13,0,0,10,29,0,4,0,3,13,0,3,1,6,51,1,5,28,2,0,8,0,20,2,4,0,25,2,10,13,10,0,16,4,0,1,0,
+        2,1,7,0,1,8,11,0,0,1,2,7,2,23,11,6,6,4,16,2,2,2,0,22,9,3,3,5,2,0,15,16,21,2,9,20,15,15,5,3,9,1,0,0,1,7,7,5,4,2,2,2,38,24,14,0,0,15,5,6,24,14,
+        5,5,11,0,21,12,0,3,8,4,11,1,8,0,11,27,7,2,4,9,21,59,0,1,39,3,60,62,3,0,12,11,0,3,30,11,0,13,88,4,15,5,28,13,1,4,48,17,17,4,28,32,46,0,16,0,
+        18,11,1,8,6,38,11,2,6,11,38,2,0,45,3,11,2,7,8,4,30,14,17,2,1,1,65,18,12,16,4,2,45,123,12,56,33,1,4,3,4,7,0,0,0,3,2,0,16,4,2,4,2,0,7,4,5,2,26,
+        2,25,6,11,6,1,16,2,6,17,77,15,3,35,0,1,0,5,1,0,38,16,6,3,12,3,3,3,0,9,3,1,3,5,2,9,0,18,0,25,1,3,32,1,72,46,6,2,7,1,3,14,17,0,28,1,40,13,0,20,
+        15,40,6,38,24,12,43,1,1,9,0,12,6,0,6,2,4,19,3,7,1,48,0,9,5,0,5,6,9,6,10,15,2,11,19,3,9,2,0,1,10,1,27,8,1,3,6,1,14,0,26,0,27,16,3,4,9,6,2,23,
+        9,10,5,25,2,1,6,1,1,48,15,9,15,14,3,4,26,60,29,13,37,21,1,6,4,0,2,11,22,23,16,16,2,2,1,3,0,5,1,6,4,0,0,4,0,0,8,3,0,2,5,0,7,1,7,3,13,2,4,10,
+        3,0,2,31,0,18,3,0,12,10,4,1,0,7,5,7,0,5,4,12,2,22,10,4,2,15,2,8,9,0,23,2,197,51,3,1,1,4,13,4,3,21,4,19,3,10,5,40,0,4,1,1,10,4,1,27,34,7,21,
+        2,17,2,9,6,4,2,3,0,4,2,7,8,2,5,1,15,21,3,4,4,2,2,17,22,1,5,22,4,26,7,0,32,1,11,42,15,4,1,2,5,0,19,3,1,8,6,0,10,1,9,2,13,30,8,2,24,17,19,1,4,
+        4,25,13,0,10,16,11,39,18,8,5,30,82,1,6,8,18,77,11,13,20,75,11,112,78,33,3,0,0,60,17,84,9,1,1,12,30,10,49,5,32,158,178,5,5,6,3,3,1,3,1,4,7,6,
+        19,31,21,0,2,9,5,6,27,4,9,8,1,76,18,12,1,4,0,3,3,6,3,12,2,8,30,16,2,25,1,5,5,4,3,0,6,10,2,3,1,0,5,1,19,3,0,8,1,5,2,6,0,0,0,19,1,2,0,5,1,2,5,
+        1,3,7,0,4,12,7,3,10,22,0,9,5,1,0,2,20,1,1,3,23,30,3,9,9,1,4,191,14,3,15,6,8,50,0,1,0,0,4,0,0,1,0,2,4,2,0,2,3,0,2,0,2,2,8,7,0,1,1,1,3,3,17,11,
+        91,1,9,3,2,13,4,24,15,41,3,13,3,1,20,4,125,29,30,1,0,4,12,2,21,4,5,5,19,11,0,13,11,86,2,18,0,7,1,8,8,2,2,22,1,2,6,5,2,0,1,2,8,0,2,0,5,2,1,0,
+        2,10,2,0,5,9,2,1,2,0,1,0,4,0,0,10,2,5,3,0,6,1,0,1,4,4,33,3,13,17,3,18,6,4,7,1,5,78,0,4,1,13,7,1,8,1,0,35,27,15,3,0,0,0,1,11,5,41,38,15,22,6,
+        14,14,2,1,11,6,20,63,5,8,27,7,11,2,2,40,58,23,50,54,56,293,8,8,1,5,1,14,0,1,12,37,89,8,8,8,2,10,6,0,0,0,4,5,2,1,0,1,1,2,7,0,3,3,0,4,6,0,3,2,
+        19,3,8,0,0,0,4,4,16,0,4,1,5,1,3,0,3,4,6,2,17,10,10,31,6,4,3,6,10,126,7,3,2,2,0,9,0,0,5,20,13,0,15,0,6,0,2,5,8,64,50,3,2,12,2,9,0,0,11,8,20,
+        109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38,
+    };
+    static ImWchar base_ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
+        0xFF00, 0xFFEF, // Half-width characters
+    };
+    static bool full_ranges_unpacked = false;
+    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1];
+    if (!full_ranges_unpacked)
+    {
+        // Unpack
+        int codepoint = 0x4e00;
+        memcpy(full_ranges, base_ranges, sizeof(base_ranges));
+        ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges);
+        for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2)
+            dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1));
+        dst[0] = 0;
+        full_ranges_unpacked = true;
+    }
+    return &full_ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
+        0x2DE0, 0x2DFF, // Cyrillic Extended-A
+        0xA640, 0xA69F, // Cyrillic Extended-B
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesThai()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin
+        0x2010, 0x205E, // Punctuations
+        0x0E00, 0x0E7F, // Thai
+        0,
+    };
+    return &ranges[0];
+}
+
+//-----------------------------------------------------------------------------
+// ImFontAtlas::GlyphRangesBuilder
+//-----------------------------------------------------------------------------
+
+void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end)
+{
+    while (text_end ? (text < text_end) : *text)
+    {
+        unsigned int c = 0;
+        int c_len = ImTextCharFromUtf8(&c, text, text_end);
+        text += c_len;
+        if (c_len == 0)
+            break;
+        if (c < 0x10000)
+            AddChar((ImWchar)c);
+    }
+}
+
+void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges)
+{
+    for (; ranges[0]; ranges += 2)
+        for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
+            AddChar(c);
+}
+
+void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
+{
+    for (int n = 0; n < 0x10000; n++)
+        if (GetBit(n))
+        {
+            out_ranges->push_back((ImWchar)n);
+            while (n < 0x10000 && GetBit(n + 1))
+                n++;
+            out_ranges->push_back((ImWchar)n);
+        }
+    out_ranges->push_back(0);
+}
+
+//-----------------------------------------------------------------------------
+// ImFont
+//-----------------------------------------------------------------------------
+
+ImFont::ImFont()
+{
+    Scale = 1.0f;
+    FallbackChar = (ImWchar)'?';
+    DisplayOffset = ImVec2(0.0f, 0.0f);
+    ClearOutputData();
+}
+
+ImFont::~ImFont()
+{
+    // Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
+    // If you want to delete fonts you need to do it between Render() and NewFrame().
+    // FIXME-CLEANUP
+    /*
+    ImGuiContext& g = *GImGui;
+    if (g.Font == this)
+        g.Font = NULL;
+    */
+    ClearOutputData();
+}
+
+void    ImFont::ClearOutputData()
+{
+    FontSize = 0.0f;
+    Glyphs.clear();
+    IndexAdvanceX.clear();
+    IndexLookup.clear();
+    FallbackGlyph = NULL;
+    FallbackAdvanceX = 0.0f;
+    ConfigDataCount = 0;
+    ConfigData = NULL;
+    ContainerAtlas = NULL;
+    Ascent = Descent = 0.0f;
+    DirtyLookupTables = true;
+    MetricsTotalSurface = 0;
+}
+
+void ImFont::BuildLookupTable()
+{
+    int max_codepoint = 0;
+    for (int i = 0; i != Glyphs.Size; i++)
+        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
+
+    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
+    IndexAdvanceX.clear();
+    IndexLookup.clear();
+    DirtyLookupTables = false;
+    GrowIndex(max_codepoint + 1);
+    for (int i = 0; i < Glyphs.Size; i++)
+    {
+        int codepoint = (int)Glyphs[i].Codepoint;
+        IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
+        IndexLookup[codepoint] = (unsigned short)i;
+    }
+
+    // Create a glyph to handle TAB
+    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
+    if (FindGlyph((unsigned short)' '))
+    {
+        if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times
+            Glyphs.resize(Glyphs.Size + 1);
+        ImFontGlyph& tab_glyph = Glyphs.back();
+        tab_glyph = *FindGlyph((unsigned short)' ');
+        tab_glyph.Codepoint = '\t';
+        tab_glyph.AdvanceX *= 4;
+        IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
+        IndexLookup[(int)tab_glyph.Codepoint] = (unsigned short)(Glyphs.Size-1);
+    }
+
+    FallbackGlyph = FindGlyphNoFallback(FallbackChar);
+    FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
+    for (int i = 0; i < max_codepoint + 1; i++)
+        if (IndexAdvanceX[i] < 0.0f)
+            IndexAdvanceX[i] = FallbackAdvanceX;
+}
+
+void ImFont::SetFallbackChar(ImWchar c)
+{
+    FallbackChar = c;
+    BuildLookupTable();
+}
+
+void ImFont::GrowIndex(int new_size)
+{
+    IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
+    if (new_size <= IndexLookup.Size)
+        return;
+    IndexAdvanceX.resize(new_size, -1.0f);
+    IndexLookup.resize(new_size, (unsigned short)-1);
+}
+
+void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
+{
+    Glyphs.resize(Glyphs.Size + 1);
+    ImFontGlyph& glyph = Glyphs.back();
+    glyph.Codepoint = (ImWchar)codepoint;
+    glyph.X0 = x0; 
+    glyph.Y0 = y0; 
+    glyph.X1 = x1; 
+    glyph.Y1 = y1;
+    glyph.U0 = u0; 
+    glyph.V0 = v0; 
+    glyph.U1 = u1; 
+    glyph.V1 = v1;
+    glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x;  // Bake spacing into AdvanceX
+
+    if (ConfigData->PixelSnapH)
+        glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
+    
+    // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
+    DirtyLookupTables = true;
+    MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
+}
+
+void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
+{
+    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
+    int index_size = IndexLookup.Size;
+
+    if (dst < index_size && IndexLookup.Data[dst] == (unsigned short)-1 && !overwrite_dst) // 'dst' already exists
+        return;
+    if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
+        return;
+
+    GrowIndex(dst + 1);
+    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (unsigned short)-1;
+    IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
+}
+
+const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
+{
+    if (c >= IndexLookup.Size)
+        return FallbackGlyph;
+    const unsigned short i = IndexLookup[c];
+    if (i == (unsigned short)-1)
+        return FallbackGlyph;
+    return &Glyphs.Data[i];
+}
+
+const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
+{
+    if (c >= IndexLookup.Size)
+        return NULL;
+    const unsigned short i = IndexLookup[c];
+    if (i == (unsigned short)-1)
+        return NULL;
+    return &Glyphs.Data[i];
+}
+
+const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
+{
+    // Simple word-wrapping for English, not full-featured. Please submit failing cases!
+    // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
+
+    // For references, possible wrap point marked with ^
+    //  "aaa bbb, ccc,ddd. eee   fff. ggg!"
+    //      ^    ^    ^   ^   ^__    ^    ^
+
+    // List of hardcoded separators: .,;!?'"
+
+    // Skip extra blanks after a line returns (that includes not counting them in width computation)
+    // e.g. "Hello    world" --> "Hello" "World"
+
+    // Cut words that cannot possibly fit within one line.
+    // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
+
+    float line_width = 0.0f;
+    float word_width = 0.0f;
+    float blank_width = 0.0f;
+    wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
+
+    const char* word_end = text;
+    const char* prev_word_end = NULL;
+    bool inside_word = true;
+
+    const char* s = text;
+    while (s < text_end)
+    {
+        unsigned int c = (unsigned int)*s;
+        const char* next_s;
+        if (c < 0x80)
+            next_s = s + 1;
+        else
+            next_s = s + ImTextCharFromUtf8(&c, s, text_end);
+        if (c == 0)
+            break;
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                line_width = word_width = blank_width = 0.0f;
+                inside_word = true;
+                s = next_s;
+                continue;
+            }
+            if (c == '\r')
+            {
+                s = next_s;
+                continue;
+            }
+        }
+
+        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX);
+        if (ImCharIsSpace(c))
+        {
+            if (inside_word)
+            {
+                line_width += blank_width;
+                blank_width = 0.0f;
+                word_end = s;
+            }
+            blank_width += char_width;
+            inside_word = false;
+        }
+        else
+        {
+            word_width += char_width;
+            if (inside_word)
+            {
+                word_end = next_s;
+            }
+            else
+            {
+                prev_word_end = word_end;
+                line_width += word_width + blank_width;
+                word_width = blank_width = 0.0f;
+            }
+
+            // Allow wrapping after punctuation.
+            inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"');
+        }
+
+        // We ignore blank width at the end of the line (they can be skipped)
+        if (line_width + word_width >= wrap_width)
+        {
+            // Words that cannot possibly fit within an entire line will be cut anywhere.
+            if (word_width < wrap_width)
+                s = prev_word_end ? prev_word_end : word_end;
+            break;
+        }
+
+        s = next_s;
+    }
+
+    return s;
+}
+
+ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
+{
+    if (!text_end)
+        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
+
+    const float line_height = size;
+    const float scale = size / FontSize;
+
+    ImVec2 text_size = ImVec2(0,0);
+    float line_width = 0.0f;
+
+    const bool word_wrap_enabled = (wrap_width > 0.0f);
+    const char* word_wrap_eol = NULL;
+
+    const char* s = text_begin;
+    while (s < text_end)
+    {
+        if (word_wrap_enabled)
+        {
+            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+            if (!word_wrap_eol)
+            {
+                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
+                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
+            }
+
+            if (s >= word_wrap_eol)
+            {
+                if (text_size.x < line_width)
+                    text_size.x = line_width;
+                text_size.y += line_height;
+                line_width = 0.0f;
+                word_wrap_eol = NULL;
+
+                // Wrapping skips upcoming blanks
+                while (s < text_end)
+                {
+                    const char c = *s;
+                    if (ImCharIsSpace((unsigned int)c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
+                }
+                continue;
+            }
+        }
+
+        // Decode and advance source
+        const char* prev_s = s;
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+        {
+            s += 1;
+        }
+        else
+        {
+            s += ImTextCharFromUtf8(&c, s, text_end);
+            if (c == 0) // Malformed UTF-8?
+                break;
+        }
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                text_size.x = ImMax(text_size.x, line_width);
+                text_size.y += line_height;
+                line_width = 0.0f;
+                continue;
+            }
+            if (c == '\r')
+                continue;
+        }
+
+        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX) * scale;
+        if (line_width + char_width >= max_width)
+        {
+            s = prev_s;
+            break;
+        }
+
+        line_width += char_width;
+    }
+
+    if (text_size.x < line_width)
+        text_size.x = line_width;
+
+    if (line_width > 0 || text_size.y == 0.0f)
+        text_size.y += line_height;
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
+{
+    if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
+        return;
+    if (const ImFontGlyph* glyph = FindGlyph(c))
+    {
+        float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
+        pos.x = (float)(int)pos.x + DisplayOffset.x;
+        pos.y = (float)(int)pos.y + DisplayOffset.y;
+        draw_list->PrimReserve(6, 4);
+        draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
+    }
+}
+
+void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
+{
+    if (!text_end)
+        text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls.
+
+    // Align to be pixel perfect
+    pos.x = (float)(int)pos.x + DisplayOffset.x;
+    pos.y = (float)(int)pos.y + DisplayOffset.y;
+    float x = pos.x;
+    float y = pos.y;
+    if (y > clip_rect.w)
+        return;
+
+    const float scale = size / FontSize;
+    const float line_height = FontSize * scale;
+    const bool word_wrap_enabled = (wrap_width > 0.0f);
+    const char* word_wrap_eol = NULL;
+
+    // Skip non-visible lines
+    const char* s = text_begin;
+    if (!word_wrap_enabled && y + line_height < clip_rect.y)
+        while (s < text_end && *s != '\n')  // Fast-forward to next line
+            s++;
+
+    // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
+    const int vtx_count_max = (int)(text_end - s) * 4;
+    const int idx_count_max = (int)(text_end - s) * 6;
+    const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
+    draw_list->PrimReserve(idx_count_max, vtx_count_max);
+
+    ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
+    ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
+    unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
+
+    while (s < text_end)
+    {
+        if (word_wrap_enabled)
+        {
+            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+            if (!word_wrap_eol)
+            {
+                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
+                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
+            }
+
+            if (s >= word_wrap_eol)
+            {
+                x = pos.x;
+                y += line_height;
+                word_wrap_eol = NULL;
+
+                // Wrapping skips upcoming blanks
+                while (s < text_end)
+                {
+                    const char c = *s;
+                    if (ImCharIsSpace((unsigned int)c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
+                }
+                continue;
+            }
+        }
+
+        // Decode and advance source
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+        {
+            s += 1;
+        }
+        else
+        {
+            s += ImTextCharFromUtf8(&c, s, text_end);
+            if (c == 0) // Malformed UTF-8?
+                break;
+        }
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                x = pos.x;
+                y += line_height;
+
+                if (y > clip_rect.w)
+                    break;
+                if (!word_wrap_enabled && y + line_height < clip_rect.y)
+                    while (s < text_end && *s != '\n')  // Fast-forward to next line
+                        s++;
+                continue;
+            }
+            if (c == '\r')
+                continue;
+        }
+
+        float char_width = 0.0f;
+        if (const ImFontGlyph* glyph = FindGlyph((unsigned short)c))
+        {
+            char_width = glyph->AdvanceX * scale;
+
+            // Arbitrarily assume that both space and tabs are empty glyphs as an optimization
+            if (c != ' ' && c != '\t')
+            {
+                // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
+                float x1 = x + glyph->X0 * scale;
+                float x2 = x + glyph->X1 * scale;
+                float y1 = y + glyph->Y0 * scale;
+                float y2 = y + glyph->Y1 * scale;
+                if (x1 <= clip_rect.z && x2 >= clip_rect.x)
+                {
+                    // Render a character
+                    float u1 = glyph->U0;
+                    float v1 = glyph->V0;
+                    float u2 = glyph->U1;
+                    float v2 = glyph->V1;
+
+                    // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
+                    if (cpu_fine_clip)
+                    {
+                        if (x1 < clip_rect.x)
+                        {
+                            u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
+                            x1 = clip_rect.x;
+                        }
+                        if (y1 < clip_rect.y)
+                        {
+                            v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
+                            y1 = clip_rect.y;
+                        }
+                        if (x2 > clip_rect.z)
+                        {
+                            u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
+                            x2 = clip_rect.z;
+                        }
+                        if (y2 > clip_rect.w)
+                        {
+                            v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
+                            y2 = clip_rect.w;
+                        }
+                        if (y1 >= y2)
+                        {
+                            x += char_width;
+                            continue;
+                        }
+                    }
+
+                    // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
+                    {
+                        idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
+                        idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
+                        vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
+                        vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
+                        vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
+                        vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
+                        vtx_write += 4;
+                        vtx_current_idx += 4;
+                        idx_write += 6;
+                    }
+                }
+            }
+        }
+
+        x += char_width;
+    }
+
+    // Give back unused vertices
+    draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
+    draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
+    draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
+    draw_list->_VtxWritePtr = vtx_write;
+    draw_list->_IdxWritePtr = idx_write;
+    draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
+}
+
+//-----------------------------------------------------------------------------
+// Internals Drawing Helpers
+//-----------------------------------------------------------------------------
+
+static inline float ImAcos01(float x)
+{
+    if (x <= 0.0f) return IM_PI * 0.5f;
+    if (x >= 1.0f) return 0.0f;
+    return acosf(x);
+    //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
+}
+
+// FIXME: Cleanup and move code to ImDrawList.
+void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
+{
+    if (x_end_norm == x_start_norm)
+        return;
+    if (x_start_norm > x_end_norm)
+        ImSwap(x_start_norm, x_end_norm);
+
+    ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
+    ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
+    if (rounding == 0.0f)
+    {
+        draw_list->AddRectFilled(p0, p1, col, 0.0f);
+        return;
+    }
+
+    rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
+    const float inv_rounding = 1.0f / rounding;
+    const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
+    const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
+    const float x0 = ImMax(p0.x, rect.Min.x + rounding);
+    if (arc0_b == arc0_e)
+    {
+        draw_list->PathLineTo(ImVec2(x0, p1.y));
+        draw_list->PathLineTo(ImVec2(x0, p0.y));
+    }
+    else if (arc0_b == 0.0f && arc0_e == IM_PI*0.5f)
+    {
+        draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
+        draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
+    }
+    else
+    {
+        draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
+        draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
+    }
+    if (p1.x > rect.Min.x + rounding)
+    {
+        const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
+        const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
+        const float x1 = ImMin(p1.x, rect.Max.x - rounding);
+        if (arc1_b == arc1_e)
+        {
+            draw_list->PathLineTo(ImVec2(x1, p0.y));
+            draw_list->PathLineTo(ImVec2(x1, p1.y));
+        }
+        else if (arc1_b == 0.0f && arc1_e == IM_PI*0.5f)
+        {
+            draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
+            draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3);  // BR
+        }
+        else
+        {
+            draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
+            draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
+        }
+    }
+    draw_list->PathFillConvex(col);
+}
+
+//-----------------------------------------------------------------------------
+// DEFAULT FONT DATA
+//-----------------------------------------------------------------------------
+// Compressed with stb_compress() then converted to a C array.
+// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
+// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
+//-----------------------------------------------------------------------------
+
+static unsigned int stb_decompress_length(const unsigned char *input)
+{
+    return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
+}
+
+static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
+static const unsigned char *stb__barrier_in_b;
+static unsigned char *stb__dout;
+static void stb__match(const unsigned char *data, unsigned int length)
+{
+    // INVERSE of memmove... write each byte before copying the next...
+    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
+    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
+    if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }
+    while (length--) *stb__dout++ = *data++;
+}
+
+static void stb__lit(const unsigned char *data, unsigned int length)
+{
+    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
+    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
+    if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }
+    memcpy(stb__dout, data, length);
+    stb__dout += length;
+}
+
+#define stb__in2(x)   ((i[x] << 8) + i[(x)+1])
+#define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))
+#define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))
+
+static const unsigned char *stb_decompress_token(const unsigned char *i)
+{
+    if (*i >= 0x20) { // use fewer if's for cases that expand small
+        if (*i >= 0x80)       stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
+        else if (*i >= 0x40)  stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
+        else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
+    } else { // more ifs for cases that expand large, since overhead is amortized
+        if (*i >= 0x18)       stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
+        else if (*i >= 0x10)  stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
+        else if (*i >= 0x08)  stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
+        else if (*i == 0x07)  stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
+        else if (*i == 0x06)  stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
+        else if (*i == 0x04)  stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
+    }
+    return i;
+}
+
+static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
+{
+    const unsigned long ADLER_MOD = 65521;
+    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+    unsigned long blocklen, i;
+
+    blocklen = buflen % 5552;
+    while (buflen) {
+        for (i=0; i + 7 < blocklen; i += 8) {
+            s1 += buffer[0], s2 += s1;
+            s1 += buffer[1], s2 += s1;
+            s1 += buffer[2], s2 += s1;
+            s1 += buffer[3], s2 += s1;
+            s1 += buffer[4], s2 += s1;
+            s1 += buffer[5], s2 += s1;
+            s1 += buffer[6], s2 += s1;
+            s1 += buffer[7], s2 += s1;
+
+            buffer += 8;
+        }
+
+        for (; i < blocklen; ++i)
+            s1 += *buffer++, s2 += s1;
+
+        s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+        buflen -= blocklen;
+        blocklen = 5552;
+    }
+    return (unsigned int)(s2 << 16) + (unsigned int)s1;
+}
+
+static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
+{
+    unsigned int olen;
+    if (stb__in4(0) != 0x57bC0000) return 0;
+    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB
+    olen = stb_decompress_length(i);
+    stb__barrier_in_b = i;
+    stb__barrier_out_e = output + olen;
+    stb__barrier_out_b = output;
+    i += 16;
+
+    stb__dout = output;
+    for (;;) {
+        const unsigned char *old_i = i;
+        i = stb_decompress_token(i);
+        if (i == old_i) {
+            if (*i == 0x05 && i[1] == 0xfa) {
+                IM_ASSERT(stb__dout == output + olen);
+                if (stb__dout != output + olen) return 0;
+                if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
+                    return 0;
+                return olen;
+            } else {
+                IM_ASSERT(0); /* NOTREACHED */
+                return 0;
+            }
+        }
+        IM_ASSERT(stb__dout <= output + olen);
+        if (stb__dout > output + olen)
+            return 0;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// ProggyClean.ttf
+// Copyright (c) 2004, 2005 Tristan Grimmer
+// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
+// Download and more information at http://upperbounds.net
+//-----------------------------------------------------------------------------
+// File: 'ProggyClean.ttf' (41208 bytes)
+// Exported using binary_to_compressed_c.cpp
+//-----------------------------------------------------------------------------
+static const char proggy_clean_ttf_compressed_data_base85[11980+1] =
+    "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
+    "2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#"
+    "`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
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+    "u][`*S^43933A4rl][`*O4CgLEl]v$1Q3AeF37dbXk,.)vj#x'd`;qgbQR%FW,2(?LO=s%Sc68%NP'##Aotl8x=BE#j1UD([3$M(]UI2LX3RpKN@;/#f'f/&_mt&F)XdF<9t4)Qa.*kT"
+    "LwQ'(TTB9.xH'>#MJ+gLq9-##@HuZPN0]u:h7.T..G:;$/Usj(T7`Q8tT72LnYl<-qx8;-HV7Q-&Xdx%1a,hC=0u+HlsV>nuIQL-5<N?)NBS)QN*_I,?&)2'IM%L3I)X((e/dl2&8'<M"
+    ":^#M*Q+[T.Xri.LYS3v%fF`68h;b-X[/En'CR.q7E)p'/kle2HM,u;^%OKC-N+Ll%F9CF<Nf'^#t2L,;27W:0O@6##U6W7:$rJfLWHj$#)woqBefIZ.PK<b*t7ed;p*_m;4ExK#h@&]>"
+    "_>@kXQtMacfD.m-VAb8;IReM3$wf0''hra*so568'Ip&vRs849'MRYSp%:t:h5qSgwpEr$B>Q,;s(C#$)`svQuF$##-D,##,g68@2[T;.XSdN9Qe)rpt._K-#5wF)sP'##p#C0c%-Gb%"
+    "hd+<-j'Ai*x&&HMkT]C'OSl##5RG[JXaHN;d'uA#x._U;.`PU@(Z3dt4r152@:v,'R.Sj'w#0<-;kPI)FfJ&#AYJ&#//)>-k=m=*XnK$>=)72L]0I%>.G690a:$##<,);?;72#?x9+d;"
+    "^V'9;jY@;)br#q^YQpx:X#Te$Z^'=-=bGhLf:D6&bNwZ9-ZD#n^9HhLMr5G;']d&6'wYmTFmL<LD)F^%[tC'8;+9E#C$g%#5Y>q9wI>P(9mI[>kC-ekLC/R&CH+s'B;K-M6$EB%is00:"
+    "+A4[7xks.LrNk0&E)wILYF@2L'0Nb$+pv<(2.768/FrY&h$^3i&@+G%JT'<-,v`3;_)I9M^AE]CN?Cl2AZg+%4iTpT3<n-&%H%b<FDj2M<hH=&Eh<2Len$b*aTX=-8QxN)k11IM1c^j%"
+    "9s<L<NFSo)B?+<-(GxsF,^-Eh@$4dXhN$+#rxK8'je'D7k`e;)2pYwPA'_p9&@^18ml1^[@g4t*[JOa*[=Qp7(qJ_oOL^('7fB&Hq-:sf,sNj8xq^>$U4O]GKx'm9)b@p7YsvK3w^YR-"
+    "CdQ*:Ir<($u&)#(&?L9Rg3H)4fiEp^iI9O8KnTj,]H?D*r7'M;PwZ9K0E^k&-cpI;.p/6_vwoFMV<->#%Xi.LxVnrU(4&8/P+:hLSKj$#U%]49t'I:rgMi'FL@a:0Y-uA[39',(vbma*"
+    "hU%<-SRF`Tt:542R_VV$p@[p8DV[A,?1839FWdF<TddF<9Ah-6&9tWoDlh]&1SpGMq>Ti1O*H&#(AL8[_P%.M>v^-))qOT*F5Cq0`Ye%+$B6i:7@0IX<N+T+0MlMBPQ*Vj>SsD<U4JHY"
+    "8kD2)2fU/M#$e.)T4,_=8hLim[&);?UkK'-x?'(:siIfL<$pFM`i<?%W(mGDHM%>iWP,##P`%/L<eXi:@Z9C.7o=@(pXdAO/NLQ8lPl+HPOQa8wD8=^GlPa8TKI1CjhsCTSLJM'/Wl>-"
+    "S(qw%sf/@%#B6;/U7K]uZbi^Oc^2n<bhPmUkMw>%t<)'mEVE''n`WnJra$^TKvX5B>;_aSEK',(hwa0:i4G?.Bci.(X[?b*($,=-n<.Q%`(X=?+@Am*Js0&=3bh8K]mL<LoNs'6,'85`"
+    "0?t/'_U59@]ddF<#LdF<eWdF<OuN/45rY<-L@&#+fm>69=Lb,OcZV/);TTm8VI;?%OtJ<(b4mq7M6:u?KRdF<gR@2L=FNU-<b[(9c/ML3m;Z[$oF3g)GAWqpARc=<ROu7cL5l;-[A]%/"
+    "+fsd;l#SafT/f*W]0=O'$(Tb<[)*@e775R-:Yob%g*>l*:xP?Yb.5)%w_I?7uk5JC+FS(m#i'k.'a0i)9<7b'fs'59hq$*5Uhv##pi^8+hIEBF`nvo`;'l0.^S1<-wUK2/Coh58KKhLj"
+    "M=SO*rfO`+qC`W-On.=AJ56>>i2@2LH6A:&5q`?9I3@@'04&p2/LVa*T-4<-i3;M9UvZd+N7>b*eIwg:CC)c<>nO&#<IGe;__.thjZl<%w(Wk2xmp4Q@I#I9,DF]u7-P=.-_:YJ]aS@V"
+    "?6*C()dOp7:WL,b&3Rg/.cmM9&r^>$(>.Z-I&J(Q0Hd5Q%7Co-b`-c<N(6r@ip+AurK<m86QIth*#v;-OBqi+L7wDE-Ir8K['m+DDSLwK&/.?-V%U_%3:qKNu$_b*B-kp7NaD'QdWQPK"
+    "Yq[@>P)hI;*_F]u`Rb[.j8_Q/<&>uu+VsH$sM9TA%?)(vmJ80),P7E>)tjD%2L=-t#fK[%`v=Q8<FfNkgg^oIbah*#8/Qt$F&:K*-(N/'+1vMB,u()-a.VUU*#[e%gAAO(S>WlA2);Sa"
+    ">gXm8YB`1d@K#n]76-a$U,mF<fX]idqd)<3,]J7JmW4`6]uks=4-72L(jEk+:bJ0M^q-8Dm_Z?0olP1C9Sa&H[d&c$ooQUj]Exd*3ZM@-WGW2%s',B-_M%>%Ul:#/'xoFM9QX-$.QN'>"
+    "[%$Z$uF6pA6Ki2O5:8w*vP1<-1`[G,)-m#>0`P&#eb#.3i)rtB61(o'$?X3B</R90;eZ]%Ncq;-Tl]#F>2Qft^ae_5tKL9MUe9b*sLEQ95C&`=G?@Mj=wh*'3E>=-<)Gt*Iw)'QG:`@I"
+    "wOf7&]1i'S01B+Ev/Nac#9S;=;YQpg_6U`*kVY39xK,[/6Aj7:'1Bm-_1EYfa1+o&o4hp7KN_Q(OlIo@S%;jVdn0'1<Vc52=u`3^o-n1'g4v58Hj&6_t7$##?M)c<$bgQ_'SY((-xkA#"
+    "Y(,p'H9rIVY-b,'%bCPF7.J<Up^,(dU1VY*5#WkTU>h19w,WQhLI)3S#f$2(eb,jr*b;3Vw]*7NH%$c4Vs,eD9>XW8?N]o+(*pgC%/72LV-u<Hp,3@e^9UB1J+ak9-TN/mhKPg+AJYd$"
+    "MlvAF_jCK*.O-^(63adMT->W%iewS8W6m2rtCpo'RS1R84=@paTKt)>=%&1[)*vp'u+x,VrwN;&]kuO9JDbg=pO$J*.jVe;u'm0dr9l,<*wMK*Oe=g8lV_KEBFkO'oU]^=[-792#ok,)"
+    "i]lR8qQ2oA8wcRCZ^7w/Njh;?.stX?Q1>S1q4Bn$)K1<-rGdO'$Wr.Lc.CG)$/*JL4tNR/,SVO3,aUw'DJN:)Ss;wGn9A32ijw%FL+Z0Fn.U9;reSq)bmI32U==5ALuG&#Vf1398/pVo"
+    "1*c-(aY168o<`JsSbk-,1N;$>0:OUas(3:8Z972LSfF8eb=c-;>SPw7.6hn3m`9^Xkn(r.qS[0;T%&Qc=+STRxX'q1BNk3&*eu2;&8q$&x>Q#Q7^Tf+6<(d%ZVmj2bDi%.3L2n+4W'$P"
+    "iDDG)g,r%+?,$@?uou5tSe2aN_AQU*<h`e-GI7)?OK2A.d7_c)?wQ5AS@DL3r#7fSkgl6-++D:'A,uq7SvlB$pcpH'q3n0#_%dY#xCpr-l<F0NR@-##FEV6NTF6##$l84N1w?AO>'IAO"
+    "URQ##V^Fv-XFbGM7Fl(N<3DhLGF%q.1rC$#:T__&Pi68%0xi_&[qFJ(77j_&JWoF.V735&T,[R*:xFR*K5>>#`bW-?4Ne_&6Ne_&6Ne_&n`kr-#GJcM6X;uM6X;uM(.a..^2TkL%oR(#"
+    ";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T<XoIB&hx=T1PcDaB&;HH+-AFr?(m9HZV)FKS8JCw;SD=6[^/DZUL`EUDf]GGlG&>"
+    "w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#<xU?#@.i?#D:%@#HF7@#LRI@#P_[@#Tkn@#Xw*A#]-=A#a9OA#"
+    "d<F&#*;G##.GY##2Sl##6`($#:l:$#>xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4&#3^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4"
+    "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#"
+    "/QHC#3^ZC#7jmC#;v)D#?,<D#C8ND#GDaD#KPsD#O]/E#g1A5#KA*1#gC17#MGd;#8(02#L-d3#rWM4#Hga1#,<w0#T.j<#O#'2#CYN1#qa^:#_4m3#o@/=#eG8=#t8J5#`+78#4uI-#"
+    "m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#"
+    "TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP"
+    "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
+    "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
+
+static const char* GetDefaultCompressedFontDataTTFBase85()
+{
+    return proggy_clean_ttf_compressed_data_base85;
+}
diff --git a/source/imgui/imgui_impl_glfw_gl3.cpp b/source/imgui/imgui_impl_glfw_gl3.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..8912fbf408d11f2059d8672a05adefa401f40ae5
--- /dev/null
+++ b/source/imgui/imgui_impl_glfw_gl3.cpp
@@ -0,0 +1,530 @@
+// ImGui GLFW binding with OpenGL3 + shaders
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
+//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+//  2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
+//  2018-01-25: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set).
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
+//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2017-05-01: OpenGL: Fixed save and restore of current blend function state.
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+//  2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include "imgui_impl_glfw_gl3.h"
+
+// GL3W/GLFW
+#include <GL/glew.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#define GLFW_EXPOSE_NATIVE_WGL
+#include <GLFW/glfw3native.h>
+#endif
+
+// GLFW data
+static GLFWwindow*  g_Window = NULL;
+static double       g_Time = 0.0f;
+static bool         g_MouseJustPressed[3] = { false, false, false };
+static GLFWcursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+// OpenGL3 data
+static char         g_GlslVersion[32] = "#version 150";
+static GLuint       g_FontTexture = 0;
+static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
+static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
+static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
+static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
+
+// OpenGL3 Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. 
+void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    ImGuiIO& io = ImGui::GetIO();
+    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    // Backup GL state
+    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
+    glActiveTexture(GL_TEXTURE0);
+    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
+    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+    GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
+    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
+    glEnable(GL_BLEND);
+    glBlendEquation(GL_FUNC_ADD);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+    // Setup viewport, orthographic projection matrix
+    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+    const float ortho_projection[4][4] =
+    {
+        { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },
+        { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
+        { 0.0f,                  0.0f,                  -1.0f, 0.0f },
+        {-1.0f,                  1.0f,                   0.0f, 1.0f },
+    };
+    glUseProgram(g_ShaderHandle);
+    glUniform1i(g_AttribLocationTex, 0);
+    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+    glBindSampler(0, 0); // Rely on combined texture/sampler state.
+
+    // Recreate the VAO every time 
+    // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
+    GLuint vao_handle = 0;
+    glGenVertexArrays(1, &vao_handle);
+    glBindVertexArray(vao_handle);
+    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+    glEnableVertexAttribArray(g_AttribLocationPosition);
+    glEnableVertexAttribArray(g_AttribLocationUV);
+    glEnableVertexAttribArray(g_AttribLocationColor);
+    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+    glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+
+    // Draw
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawIdx* idx_buffer_offset = 0;
+
+        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+        glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
+
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+                glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
+                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+            }
+            idx_buffer_offset += pcmd->ElemCount;
+        }
+    }
+    glDeleteVertexArrays(1, &vao_handle);
+
+    // Restore modified GL state
+    glUseProgram(last_program);
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindSampler(0, last_sampler);
+    glActiveTexture(last_active_texture);
+    glBindVertexArray(last_vertex_array);
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
+    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+}
+
+static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
+{
+    return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
+{
+    glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
+{
+    if (action == GLFW_PRESS && button >= 0 && button < 3)
+        g_MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.MouseWheelH += (float)xoffset;
+    io.MouseWheel += (float)yoffset;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (action == GLFW_PRESS)
+        io.KeysDown[key] = true;
+    if (action == GLFW_RELEASE)
+        io.KeysDown[key] = false;
+
+    (void)mods; // Modifiers are not reliable across systems
+    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (c > 0 && c < 0x10000)
+        io.AddInputCharacter((unsigned short)c);
+}
+
+bool ImGui_ImplGlfwGL3_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+    // Upload texture to graphics system
+    GLint last_texture;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGenTextures(1, &g_FontTexture);
+    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+
+    // Restore state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+
+    return true;
+}
+
+bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
+{
+    // Backup GL state
+    GLint last_texture, last_array_buffer, last_vertex_array;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+
+    const GLchar* vertex_shader =
+        "uniform mat4 ProjMtx;\n"
+        "in vec2 Position;\n"
+        "in vec2 UV;\n"
+        "in vec4 Color;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "	Frag_UV = UV;\n"
+        "	Frag_Color = Color;\n"
+        "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+        "}\n";
+
+    const GLchar* fragment_shader =
+        "uniform sampler2D Texture;\n"
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "out vec4 Out_Color;\n"
+        "void main()\n"
+        "{\n"
+        "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
+        "}\n";
+
+    const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
+    const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
+
+    g_ShaderHandle = glCreateProgram();
+    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+    glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
+    glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
+    glCompileShader(g_VertHandle);
+    glCompileShader(g_FragHandle);
+    glAttachShader(g_ShaderHandle, g_VertHandle);
+    glAttachShader(g_ShaderHandle, g_FragHandle);
+    glLinkProgram(g_ShaderHandle);
+
+    g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+    g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+    g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
+    g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
+    g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
+
+    glGenBuffers(1, &g_VboHandle);
+    glGenBuffers(1, &g_ElementsHandle);
+
+    ImGui_ImplGlfwGL3_CreateFontsTexture();
+
+    // Restore modified GL state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+    glBindVertexArray(last_vertex_array);
+
+    return true;
+}
+
+void    ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
+{
+    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
+    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
+    g_VboHandle = g_ElementsHandle = 0;
+
+    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
+    if (g_VertHandle) glDeleteShader(g_VertHandle);
+    g_VertHandle = 0;
+
+    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
+    if (g_FragHandle) glDeleteShader(g_FragHandle);
+    g_FragHandle = 0;
+
+    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
+    g_ShaderHandle = 0;
+
+    if (g_FontTexture)
+    {
+        glDeleteTextures(1, &g_FontTexture);
+        ImGui::GetIO().Fonts->TexID = 0;
+        g_FontTexture = 0;
+    }
+}
+
+static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+    glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+    glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+    glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+    glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+}
+
+bool    ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
+{
+    g_Window = window;
+
+    // Store GL version string so we can refer to it later in case we recreate shaders.
+    if (glsl_version == NULL)
+        glsl_version = "#version 150";
+    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
+    strcpy(g_GlslVersion, glsl_version);
+    strcat(g_GlslVersion, "\n");
+
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
+    io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+    io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+    io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+    io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+    io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+    io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+    io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+    io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+    io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+    io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
+    io.ClipboardUserData = g_Window;
+#ifdef _WIN32
+    io.ImeWindowHandle = glfwGetWin32Window(g_Window);
+#endif
+
+    // Load cursors
+    // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
+    g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+
+    if (install_callbacks)
+        ImGui_ImplGlfw_InstallCallbacks(window);
+
+    return true;
+}
+
+void ImGui_ImplGlfwGL3_Shutdown()
+{
+    // Destroy GLFW mouse cursors
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        glfwDestroyCursor(g_MouseCursors[cursor_n]);
+    memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
+
+    // Destroy OpenGL objects
+    ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
+}
+
+void ImGui_ImplGlfwGL3_NewFrame()
+{
+    if (!g_FontTexture)
+        ImGui_ImplGlfwGL3_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    glfwGetWindowSize(g_Window, &w, &h);
+    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+    // Setup time step
+    double current_time =  glfwGetTime();
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+    g_Time = current_time;
+
+    // Setup inputs
+    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+    if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
+    {
+        // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+        if (io.WantSetMousePos)
+        {
+            glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
+        }
+        else
+        {
+            double mouse_x, mouse_y;
+            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
+            io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+        }
+    }
+    else
+    {
+        io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
+    }
+
+    for (int i = 0; i < 3; i++)
+    {
+        // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+        io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
+        g_MouseJustPressed[i] = false;
+    }
+
+    // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
+    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
+    {
+        ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
+        if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
+        {
+            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+        }
+        else
+        {
+            glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
+    }
+
+    // Gamepad navigation mapping [BETA]
+    memset(io.NavInputs, 0, sizeof(io.NavInputs));
+    if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
+    {
+        // Update gamepad inputs
+        #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
+        #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+        int axes_count = 0, buttons_count = 0;
+        const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+        const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+        MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
+        MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
+        MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
+        MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
+        MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
+        MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
+        MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
+        MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
+        MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
+        MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
+        MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
+        MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
+        MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
+        MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
+        MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
+        MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
+        #undef MAP_BUTTON
+        #undef MAP_ANALOG
+        if (axes_count > 0 && buttons_count > 0) 
+            io.BackendFlags |= ImGuiBackendFlags_HasGamepad; 
+        else 
+            io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}
diff --git a/source/imgui/imgui_impl_glfw_gl3.h b/source/imgui/imgui_impl_glfw_gl3.h
new file mode 100644
index 0000000000000000000000000000000000000000..33b5329db9e3b0c4a669dd436488d5a304ec17c9
--- /dev/null
+++ b/source/imgui/imgui_impl_glfw_gl3.h
@@ -0,0 +1,31 @@
+// ImGui GLFW binding with OpenGL3 + shaders
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct GLFWwindow;
+
+IMGUI_API bool        ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL);
+IMGUI_API void        ImGui_ImplGlfwGL3_Shutdown();
+IMGUI_API void        ImGui_ImplGlfwGL3_NewFrame();
+IMGUI_API void        ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplGlfwGL3_CreateDeviceObjects();
+
+// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// Provided here if you want to chain callbacks.
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_API void        ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_API void        ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
diff --git a/source/imgui/imgui_internal.h b/source/imgui/imgui_internal.h
new file mode 100644
index 0000000000000000000000000000000000000000..0af53025dabb60062854df7ca2a8b433cee5b0be
--- /dev/null
+++ b/source/imgui/imgui_internal.h
@@ -0,0 +1,1144 @@
+// dear imgui, v1.60
+// (internals)
+
+// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
+// Set:
+//   #define IMGUI_DEFINE_MATH_OPERATORS
+// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
+
+#pragma once
+
+#ifndef IMGUI_VERSION
+#error Must include imgui.h before imgui_internal.h
+#endif
+
+#include <stdio.h>      // FILE*
+#include <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
+#include <limits.h>     // INT_MIN, INT_MAX
+
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function"        // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wmissing-prototypes"     // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#endif
+
+//-----------------------------------------------------------------------------
+// Forward Declarations
+//-----------------------------------------------------------------------------
+
+struct ImRect;
+struct ImGuiColMod;
+struct ImGuiStyleMod;
+struct ImGuiGroupData;
+struct ImGuiMenuColumns;
+struct ImGuiDrawContext;
+struct ImGuiTextEditState;
+struct ImGuiPopupRef;
+struct ImGuiWindow;
+struct ImGuiWindowSettings;
+
+typedef int ImGuiLayoutType;        // enum: horizontal or vertical             // enum ImGuiLayoutType_
+typedef int ImGuiButtonFlags;       // flags: for ButtonEx(), ButtonBehavior()  // enum ImGuiButtonFlags_
+typedef int ImGuiItemFlags;         // flags: for PushItemFlag()                // enum ImGuiItemFlags_
+typedef int ImGuiItemStatusFlags;   // flags: storage for DC.LastItemXXX        // enum ImGuiItemStatusFlags_
+typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight()          // enum ImGuiNavHighlightFlags_
+typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d()         // enum ImGuiNavDirSourceFlags_
+typedef int ImGuiSeparatorFlags;    // flags: for Separator() - internal        // enum ImGuiSeparatorFlags_
+typedef int ImGuiSliderFlags;       // flags: for SliderBehavior()              // enum ImGuiSliderFlags_
+
+//-------------------------------------------------------------------------
+// STB libraries
+//-------------------------------------------------------------------------
+
+namespace ImGuiStb
+{
+
+#undef STB_TEXTEDIT_STRING
+#undef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_STRING             ImGuiTextEditState
+#define STB_TEXTEDIT_CHARTYPE           ImWchar
+#define STB_TEXTEDIT_GETWIDTH_NEWLINE   -1.0f
+#include "stb_textedit.h"
+
+} // namespace ImGuiStb
+
+//-----------------------------------------------------------------------------
+// Context
+//-----------------------------------------------------------------------------
+
+#ifndef GImGui
+extern IMGUI_API ImGuiContext* GImGui;  // Current implicit ImGui context pointer
+#endif
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+#define IM_PI           3.14159265358979323846f
+#ifdef _WIN32
+#define IM_NEWLINE      "\r\n"   // Play it nice with Windows users (2018: Notepad _still_ doesn't display files properly when they use Unix-style carriage returns)
+#else
+#define IM_NEWLINE      "\n"
+#endif
+
+// Helpers: UTF-8 <> wchar
+IMGUI_API int           ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end);      // return output UTF-8 bytes count
+IMGUI_API int           ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);          // return input UTF-8 bytes count
+IMGUI_API int           ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count
+IMGUI_API int           ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                            // return number of UTF-8 code-points (NOT bytes count)
+IMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                   // return number of bytes to express string as UTF-8 code-points
+
+// Helpers: Misc
+IMGUI_API ImU32         ImHash(const void* data, int data_size, ImU32 seed = 0);    // Pass data_size==0 for zero-terminated strings
+IMGUI_API void*         ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
+IMGUI_API FILE*         ImFileOpen(const char* filename, const char* file_open_mode);
+static inline bool      ImCharIsSpace(unsigned int c)   { return c == ' ' || c == '\t' || c == 0x3000; }
+static inline bool      ImIsPowerOfTwo(int v)           { return v != 0 && (v & (v - 1)) == 0; }
+static inline int       ImUpperPowerOfTwo(int v)        { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+
+// Helpers: Geometry
+IMGUI_API ImVec2        ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
+IMGUI_API bool          ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
+IMGUI_API ImVec2        ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
+IMGUI_API void          ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
+
+// Helpers: String
+IMGUI_API int           ImStricmp(const char* str1, const char* str2);
+IMGUI_API int           ImStrnicmp(const char* str1, const char* str2, size_t count);
+IMGUI_API void          ImStrncpy(char* dst, const char* src, size_t count);
+IMGUI_API char*         ImStrdup(const char* str);
+IMGUI_API const char*   ImStrchrRange(const char* str_begin, const char* str_end, char c);
+IMGUI_API int           ImStrlenW(const ImWchar* str);
+IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
+IMGUI_API const char*   ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
+IMGUI_API int           ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
+IMGUI_API int           ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
+
+// Helpers: Math
+// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
+#ifdef IMGUI_DEFINE_MATH_OPERATORS
+static inline ImVec2 operator*(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
+static inline ImVec2 operator/(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
+static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
+static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
+static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
+static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
+static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
+static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
+static inline ImVec2& operator*=(ImVec2& lhs, const float rhs)                  { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
+static inline ImVec2& operator/=(ImVec2& lhs, const float rhs)                  { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
+static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); }
+static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); }
+static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); }
+#endif
+
+static inline int    ImMin(int lhs, int rhs)                                    { return lhs < rhs ? lhs : rhs; }
+static inline int    ImMax(int lhs, int rhs)                                    { return lhs >= rhs ? lhs : rhs; }
+static inline float  ImMin(float lhs, float rhs)                                { return lhs < rhs ? lhs : rhs; }
+static inline float  ImMax(float lhs, float rhs)                                { return lhs >= rhs ? lhs : rhs; }
+static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
+static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
+static inline int    ImClamp(int v, int mn, int mx)                             { return (v < mn) ? mn : (v > mx) ? mx : v; }
+static inline float  ImClamp(float v, float mn, float mx)                       { return (v < mn) ? mn : (v > mx) ? mx : v; }
+static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx)      { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
+static inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
+static inline void   ImSwap(int& a, int& b)                                     { int tmp = a; a = b; b = tmp; }
+static inline void   ImSwap(float& a, float& b)                                 { float tmp = a; a = b; b = tmp; }
+static inline int    ImLerp(int a, int b, float t)                              { return (int)(a + (b - a) * t); }
+static inline float  ImLerp(float a, float b, float t)                          { return a + (b - a) * t; }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)          { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
+static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
+static inline float  ImLengthSqr(const ImVec2& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y; }
+static inline float  ImLengthSqr(const ImVec4& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
+static inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
+static inline float  ImFloor(float f)                                           { return (float)(int)f; }
+static inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2((float)(int)v.x, (float)(int)v.y); }
+static inline float  ImDot(const ImVec2& a, const ImVec2& b)                    { return a.x * b.x + a.y * b.y; }
+static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)        { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
+static inline float  ImLinearSweep(float current, float target, float speed)    { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
+static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+
+//-----------------------------------------------------------------------------
+// Types
+//-----------------------------------------------------------------------------
+
+enum ImGuiButtonFlags_
+{
+    ImGuiButtonFlags_Repeat                 = 1 << 0,   // hold to repeat
+    ImGuiButtonFlags_PressedOnClickRelease  = 1 << 1,   // return true on click + release on same item [DEFAULT if no PressedOn* flag is set]
+    ImGuiButtonFlags_PressedOnClick         = 1 << 2,   // return true on click (default requires click+release)
+    ImGuiButtonFlags_PressedOnRelease       = 1 << 3,   // return true on release (default requires click+release)
+    ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 4,   // return true on double-click (default requires click+release)
+    ImGuiButtonFlags_FlattenChildren        = 1 << 5,   // allow interactions even if a child window is overlapping
+    ImGuiButtonFlags_AllowItemOverlap       = 1 << 6,   // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
+    ImGuiButtonFlags_DontClosePopups        = 1 << 7,   // disable automatically closing parent popup on press // [UNUSED]
+    ImGuiButtonFlags_Disabled               = 1 << 8,   // disable interactions
+    ImGuiButtonFlags_AlignTextBaseLine      = 1 << 9,   // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
+    ImGuiButtonFlags_NoKeyModifiers         = 1 << 10,  // disable interaction if a key modifier is held
+    ImGuiButtonFlags_NoHoldingActiveID      = 1 << 11,  // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
+    ImGuiButtonFlags_PressedOnDragDropHold  = 1 << 12,  // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
+    ImGuiButtonFlags_NoNavFocus             = 1 << 13   // don't override navigation focus when activated
+};
+
+enum ImGuiSliderFlags_
+{
+    ImGuiSliderFlags_Vertical               = 1 << 0
+};
+
+enum ImGuiColumnsFlags_
+{
+    // Default: 0
+    ImGuiColumnsFlags_NoBorder              = 1 << 0,   // Disable column dividers
+    ImGuiColumnsFlags_NoResize              = 1 << 1,   // Disable resizing columns when clicking on the dividers
+    ImGuiColumnsFlags_NoPreserveWidths      = 1 << 2,   // Disable column width preservation when adjusting columns
+    ImGuiColumnsFlags_NoForceWithinWindow   = 1 << 3,   // Disable forcing columns to fit within window
+    ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4    // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
+};
+
+enum ImGuiSelectableFlagsPrivate_
+{
+    // NB: need to be in sync with last value of ImGuiSelectableFlags_
+    ImGuiSelectableFlags_Menu               = 1 << 3,   // -> PressedOnClick
+    ImGuiSelectableFlags_MenuItem           = 1 << 4,   // -> PressedOnRelease
+    ImGuiSelectableFlags_Disabled           = 1 << 5,
+    ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
+};
+
+enum ImGuiSeparatorFlags_
+{
+    ImGuiSeparatorFlags_Horizontal          = 1 << 0,   // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
+    ImGuiSeparatorFlags_Vertical            = 1 << 1
+};
+
+// Storage for LastItem data
+enum ImGuiItemStatusFlags_
+{
+    ImGuiItemStatusFlags_HoveredRect        = 1 << 0,
+    ImGuiItemStatusFlags_HasDisplayRect     = 1 << 1
+};
+
+// FIXME: this is in development, not exposed/functional as a generic feature yet.
+enum ImGuiLayoutType_
+{
+    ImGuiLayoutType_Vertical,
+    ImGuiLayoutType_Horizontal
+};
+
+enum ImGuiAxis
+{
+    ImGuiAxis_None = -1,
+    ImGuiAxis_X = 0,
+    ImGuiAxis_Y = 1
+};
+
+enum ImGuiPlotType
+{
+    ImGuiPlotType_Lines,
+    ImGuiPlotType_Histogram
+};
+
+enum ImGuiDataType
+{
+    ImGuiDataType_Int,
+    ImGuiDataType_Float,
+    ImGuiDataType_Double,
+    ImGuiDataType_COUNT
+};
+
+enum ImGuiInputSource
+{
+    ImGuiInputSource_None = 0,
+    ImGuiInputSource_Mouse,
+    ImGuiInputSource_Nav,
+    ImGuiInputSource_NavKeyboard,   // Only used occasionally for storage, not tested/handled by most code
+    ImGuiInputSource_NavGamepad,    // "
+    ImGuiInputSource_COUNT
+};
+
+// FIXME-NAV: Clarify/expose various repeat delay/rate
+enum ImGuiInputReadMode
+{
+    ImGuiInputReadMode_Down,
+    ImGuiInputReadMode_Pressed,
+    ImGuiInputReadMode_Released,
+    ImGuiInputReadMode_Repeat,
+    ImGuiInputReadMode_RepeatSlow,
+    ImGuiInputReadMode_RepeatFast
+};
+
+enum ImGuiNavHighlightFlags_
+{
+    ImGuiNavHighlightFlags_TypeDefault  = 1 << 0,
+    ImGuiNavHighlightFlags_TypeThin     = 1 << 1,
+    ImGuiNavHighlightFlags_AlwaysDraw   = 1 << 2,
+    ImGuiNavHighlightFlags_NoRounding   = 1 << 3
+};
+
+enum ImGuiNavDirSourceFlags_
+{
+    ImGuiNavDirSourceFlags_Keyboard     = 1 << 0,
+    ImGuiNavDirSourceFlags_PadDPad      = 1 << 1,
+    ImGuiNavDirSourceFlags_PadLStick    = 1 << 2
+};
+
+enum ImGuiNavForward
+{
+    ImGuiNavForward_None,
+    ImGuiNavForward_ForwardQueued,
+    ImGuiNavForward_ForwardActive
+};
+
+// 2D axis aligned bounding-box
+// NB: we can't rely on ImVec2 math operators being available here
+struct IMGUI_API ImRect
+{
+    ImVec2      Min;    // Upper-left
+    ImVec2      Max;    // Lower-right
+
+    ImRect()                                        : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX)  {}
+    ImRect(const ImVec2& min, const ImVec2& max)    : Min(min), Max(max)                            {}
+    ImRect(const ImVec4& v)                         : Min(v.x, v.y), Max(v.z, v.w)                  {}
+    ImRect(float x1, float y1, float x2, float y2)  : Min(x1, y1), Max(x2, y2)                      {}
+
+    ImVec2      GetCenter() const                   { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
+    ImVec2      GetSize() const                     { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
+    float       GetWidth() const                    { return Max.x - Min.x; }
+    float       GetHeight() const                   { return Max.y - Min.y; }
+    ImVec2      GetTL() const                       { return Min; }                   // Top-left
+    ImVec2      GetTR() const                       { return ImVec2(Max.x, Min.y); }  // Top-right
+    ImVec2      GetBL() const                       { return ImVec2(Min.x, Max.y); }  // Bottom-left
+    ImVec2      GetBR() const                       { return Max; }                   // Bottom-right
+    bool        Contains(const ImVec2& p) const     { return p.x     >= Min.x && p.y     >= Min.y && p.x     <  Max.x && p.y     <  Max.y; }
+    bool        Contains(const ImRect& r) const     { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
+    bool        Overlaps(const ImRect& r) const     { return r.Min.y <  Max.y && r.Max.y >  Min.y && r.Min.x <  Max.x && r.Max.x >  Min.x; }
+    void        Add(const ImVec2& p)                { if (Min.x > p.x)     Min.x = p.x;     if (Min.y > p.y)     Min.y = p.y;     if (Max.x < p.x)     Max.x = p.x;     if (Max.y < p.y)     Max.y = p.y; }
+    void        Add(const ImRect& r)                { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
+    void        Expand(const float amount)          { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }
+    void        Expand(const ImVec2& amount)        { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
+    void        Translate(const ImVec2& v)          { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
+    void        ClipWith(const ImRect& r)           { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); }                   // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
+    void        ClipWithFull(const ImRect& r)       { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
+    void        Floor()                             { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
+    void        FixInverted()                       { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
+    bool        IsInverted() const                  { return Min.x > Max.x || Min.y > Max.y; }
+};
+
+// Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiColMod
+{
+    ImGuiCol    Col;
+    ImVec4      BackupValue;
+};
+
+// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
+struct ImGuiStyleMod
+{
+    ImGuiStyleVar   VarIdx;
+    union           { int BackupInt[2]; float BackupFloat[2]; };
+    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
+};
+
+// Stacked data for BeginGroup()/EndGroup()
+struct ImGuiGroupData
+{
+    ImVec2      BackupCursorPos;
+    ImVec2      BackupCursorMaxPos;
+    float       BackupIndentX;
+    float       BackupGroupOffsetX;
+    float       BackupCurrentLineHeight;
+    float       BackupCurrentLineTextBaseOffset;
+    float       BackupLogLinePosY;
+    bool        BackupActiveIdIsAlive;
+    bool        AdvanceCursor;
+};
+
+// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
+struct IMGUI_API ImGuiMenuColumns
+{
+    int         Count;
+    float       Spacing;
+    float       Width, NextWidth;
+    float       Pos[4], NextWidths[4];
+
+    ImGuiMenuColumns();
+    void        Update(int count, float spacing, bool clear);
+    float       DeclColumns(float w0, float w1, float w2);
+    float       CalcExtraSpace(float avail_w);
+};
+
+// Internal state of the currently focused/edited text input box
+struct IMGUI_API ImGuiTextEditState
+{
+    ImGuiID             Id;                         // widget id owning the text state
+    ImVector<ImWchar>   Text;                       // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
+    ImVector<char>      InitialText;                // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
+    ImVector<char>      TempTextBuffer;
+    int                 CurLenA, CurLenW;           // we need to maintain our buffer length in both UTF-8 and wchar format.
+    int                 BufSizeA;                   // end-user buffer size
+    float               ScrollX;
+    ImGuiStb::STB_TexteditState   StbState;
+    float               CursorAnim;
+    bool                CursorFollow;
+    bool                SelectedAllMouseLock;
+
+    ImGuiTextEditState()                            { memset(this, 0, sizeof(*this)); }
+    void                CursorAnimReset()           { CursorAnim = -0.30f; }                                   // After a user-input the cursor stays on for a while without blinking
+    void                CursorClamp()               { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
+    bool                HasSelection() const        { return StbState.select_start != StbState.select_end; }
+    void                ClearSelection()            { StbState.select_start = StbState.select_end = StbState.cursor; }
+    void                SelectAll()                 { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; }
+    void                OnKeyPressed(int key);
+};
+
+// Data saved in imgui.ini file
+struct ImGuiWindowSettings
+{
+    char*       Name;
+    ImGuiID     Id;
+    ImVec2      Pos;
+    ImVec2      Size;
+    bool        Collapsed;
+
+    ImGuiWindowSettings() { Name = NULL; Id = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
+};
+
+struct ImGuiSettingsHandler
+{
+    const char* TypeName;   // Short description stored in .ini file. Disallowed characters: '[' ']'  
+    ImGuiID     TypeHash;   // == ImHash(TypeName, 0, 0)
+    void*       (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);
+    void        (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line);
+    void        (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf);
+    void*       UserData;
+
+    ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
+};
+
+// Storage for current popup stack
+struct ImGuiPopupRef
+{
+    ImGuiID             PopupId;        // Set on OpenPopup()
+    ImGuiWindow*        Window;         // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
+    ImGuiWindow*        ParentWindow;   // Set on OpenPopup()
+    int                 OpenFrameCount; // Set on OpenPopup()
+    ImGuiID             OpenParentId;   // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
+    ImVec2              OpenPopupPos;   // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
+    ImVec2              OpenMousePos;   // Set on OpenPopup(), copy of mouse position at the time of opening popup
+};
+
+struct ImGuiColumnData
+{
+    float               OffsetNorm;         // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
+    float               OffsetNormBeforeResize;
+    ImGuiColumnsFlags   Flags;              // Not exposed
+    ImRect              ClipRect;
+
+    ImGuiColumnData()   { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; }
+};
+
+struct ImGuiColumnsSet
+{
+    ImGuiID             ID;
+    ImGuiColumnsFlags   Flags;
+    bool                IsFirstFrame;
+    bool                IsBeingResized;
+    int                 Current;
+    int                 Count;
+    float               MinX, MaxX;
+    float               LineMinY, LineMaxY;
+    float               StartPosY;          // Copy of CursorPos
+    float               StartMaxPosX;       // Copy of CursorMaxPos
+    ImVector<ImGuiColumnData> Columns;
+
+    ImGuiColumnsSet()   { Clear(); }
+    void Clear()
+    {
+        ID = 0;
+        Flags = 0;
+        IsFirstFrame = false;
+        IsBeingResized = false;
+        Current = 0;
+        Count = 1;
+        MinX = MaxX = 0.0f;
+        LineMinY = LineMaxY = 0.0f;
+        StartPosY = 0.0f;
+        StartMaxPosX = 0.0f;
+        Columns.clear();
+    }
+};
+
+struct IMGUI_API ImDrawListSharedData
+{
+    ImVec2          TexUvWhitePixel;            // UV of white pixel in the atlas
+    ImFont*         Font;                       // Current/default font (optional, for simplified AddText overload)
+    float           FontSize;                   // Current/default font size (optional, for simplified AddText overload)
+    float           CurveTessellationTol;
+    ImVec4          ClipRectFullscreen;         // Value for PushClipRectFullscreen()
+
+    // Const data
+    // FIXME: Bake rounded corners fill/borders in atlas
+    ImVec2          CircleVtx12[12];
+
+    ImDrawListSharedData();
+};
+
+struct ImDrawDataBuilder
+{
+    ImVector<ImDrawList*>   Layers[2];           // Global layers for: regular, tooltip
+
+    void Clear()            { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
+    void ClearFreeMemory()  { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
+    IMGUI_API void FlattenIntoSingleLayer();
+};
+
+struct ImGuiNavMoveResult
+{
+    ImGuiID       ID;           // Best candidate
+    ImGuiID       ParentID;     // Best candidate window->IDStack.back() - to compare context
+    ImGuiWindow*  Window;       // Best candidate window
+    float         DistBox;      // Best candidate box distance to current NavId
+    float         DistCenter;   // Best candidate center distance to current NavId
+    float         DistAxial;
+    ImRect        RectRel;      // Best candidate bounding box in window relative space
+
+    ImGuiNavMoveResult() { Clear(); }
+    void Clear()         { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
+};
+
+// Storage for SetNexWindow** functions
+struct ImGuiNextWindowData
+{
+    ImGuiCond               PosCond;
+    ImGuiCond               SizeCond;
+    ImGuiCond               ContentSizeCond;
+    ImGuiCond               CollapsedCond;
+    ImGuiCond               SizeConstraintCond;
+    ImGuiCond               FocusCond;
+    ImGuiCond               BgAlphaCond;
+    ImVec2                  PosVal;
+    ImVec2                  PosPivotVal;
+    ImVec2                  SizeVal;
+    ImVec2                  ContentSizeVal;
+    bool                    CollapsedVal;
+    ImRect                  SizeConstraintRect;                 // Valid if 'SetNextWindowSizeConstraint' is true
+    ImGuiSizeCallback       SizeCallback;
+    void*                   SizeCallbackUserData;
+    float                   BgAlphaVal;
+
+    ImGuiNextWindowData()
+    {
+        PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
+        PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f);
+        ContentSizeVal = ImVec2(0.0f, 0.0f);
+        CollapsedVal = false;
+        SizeConstraintRect = ImRect();
+        SizeCallback = NULL;
+        SizeCallbackUserData = NULL;
+        BgAlphaVal = FLT_MAX;
+    }
+
+    void    Clear()
+    {
+        PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
+    }
+};
+
+// Main state for ImGui
+struct ImGuiContext
+{
+    bool                    Initialized;
+    bool                    FontAtlasOwnedByContext;            // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
+    ImGuiIO                 IO;
+    ImGuiStyle              Style;
+    ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
+    float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
+    float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
+    ImDrawListSharedData    DrawListSharedData;
+
+    float                   Time;
+    int                     FrameCount;
+    int                     FrameCountEnded;
+    int                     FrameCountRendered;
+    ImVector<ImGuiWindow*>  Windows;
+    ImVector<ImGuiWindow*>  WindowsSortBuffer;
+    ImVector<ImGuiWindow*>  CurrentWindowStack;
+    ImGuiStorage            WindowsById;
+    int                     WindowsActiveCount;
+    ImGuiWindow*            CurrentWindow;                      // Being drawn into
+    ImGuiWindow*            HoveredWindow;                      // Will catch mouse inputs
+    ImGuiWindow*            HoveredRootWindow;                  // Will catch mouse inputs (for focus/move only)
+    ImGuiID                 HoveredId;                          // Hovered widget
+    bool                    HoveredIdAllowOverlap;
+    ImGuiID                 HoveredIdPreviousFrame;
+    float                   HoveredIdTimer;
+    ImGuiID                 ActiveId;                           // Active widget
+    ImGuiID                 ActiveIdPreviousFrame;
+    float                   ActiveIdTimer;
+    bool                    ActiveIdIsAlive;                    // Active widget has been seen this frame
+    bool                    ActiveIdIsJustActivated;            // Set at the time of activation for one frame
+    bool                    ActiveIdAllowOverlap;               // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
+    int                     ActiveIdAllowNavDirFlags;           // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
+    ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
+    ImGuiWindow*            ActiveIdWindow;
+    ImGuiInputSource        ActiveIdSource;                     // Activating with mouse or nav (gamepad/keyboard)
+    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
+    ImVector<ImGuiColMod>   ColorModifiers;                     // Stack for PushStyleColor()/PopStyleColor()
+    ImVector<ImGuiStyleMod> StyleModifiers;                     // Stack for PushStyleVar()/PopStyleVar()
+    ImVector<ImFont*>       FontStack;                          // Stack for PushFont()/PopFont()
+    ImVector<ImGuiPopupRef> OpenPopupStack;                     // Which popups are open (persistent)
+    ImVector<ImGuiPopupRef> CurrentPopupStack;                  // Which level of BeginPopup() we are in (reset every frame)
+    ImGuiNextWindowData     NextWindowData;                     // Storage for SetNextWindow** functions
+    bool                    NextTreeNodeOpenVal;                // Storage for SetNextTreeNode** functions
+    ImGuiCond               NextTreeNodeOpenCond;
+
+    // Navigation data (for gamepad/keyboard)
+    ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusWindow'
+    ImGuiID                 NavId;                              // Focused item for navigation
+    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
+    ImGuiID                 NavActivateDownId;                  // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
+    ImGuiID                 NavActivatePressedId;               // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
+    ImGuiID                 NavInputId;                         // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
+    ImGuiID                 NavJustTabbedId;                    // Just tabbed to this id.
+    ImGuiID                 NavJustMovedToId;                   // Just navigated to this id (result of a successfully MoveRequest)
+    ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame
+    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode?
+    ImRect                  NavScoringRectScreen;               // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
+    int                     NavScoringCount;                    // Metrics for debugging
+    ImGuiWindow*            NavWindowingTarget;                 // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. 
+    float                   NavWindowingHighlightTimer;
+    float                   NavWindowingHighlightAlpha;
+    bool                    NavWindowingToggleLayer;
+    int                     NavLayer;                           // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
+    int                     NavIdTabCounter;                    // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
+    bool                    NavIdIsAlive;                       // Nav widget has been seen this frame ~~ NavRefRectRel is valid
+    bool                    NavMousePosDirty;                   // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
+    bool                    NavDisableHighlight;                // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
+    bool                    NavDisableMouseHover;               // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
+    bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest
+    bool                    NavInitRequest;                     // Init request for appearing window to select first item
+    bool                    NavInitRequestFromMove;
+    ImGuiID                 NavInitResultId;
+    ImRect                  NavInitResultRectRel;
+    bool                    NavMoveFromClampedRefRect;          // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
+    bool                    NavMoveRequest;                     // Move request for this frame
+    ImGuiNavForward         NavMoveRequestForward;              // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
+    ImGuiDir                NavMoveDir, NavMoveDirLast;         // Direction of the move request (left/right/up/down), direction of the previous move request
+    ImGuiNavMoveResult      NavMoveResultLocal;                 // Best move request candidate within NavWindow
+    ImGuiNavMoveResult      NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
+
+    // Render
+    ImDrawData              DrawData;                           // Main ImDrawData instance to pass render information to the user
+    ImDrawDataBuilder       DrawDataBuilder;
+    float                   ModalWindowDarkeningRatio;
+    ImDrawList              OverlayDrawList;                    // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
+    ImGuiMouseCursor        MouseCursor;
+
+    // Drag and Drop
+    bool                    DragDropActive;
+    ImGuiDragDropFlags      DragDropSourceFlags;
+    int                     DragDropMouseButton;
+    ImGuiPayload            DragDropPayload;
+    ImRect                  DragDropTargetRect;
+    ImGuiID                 DragDropTargetId;
+    float                   DragDropAcceptIdCurrRectSurface;
+    ImGuiID                 DragDropAcceptIdCurr;               // Target item id (set at the time of accepting the payload)
+    ImGuiID                 DragDropAcceptIdPrev;               // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
+    int                     DragDropAcceptFrameCount;           // Last time a target expressed a desire to accept the source
+    ImVector<unsigned char> DragDropPayloadBufHeap;             // We don't expose the ImVector<> directly
+    unsigned char           DragDropPayloadBufLocal[8];         // Local buffer for small payloads
+
+    // Widget state
+    ImGuiTextEditState      InputTextState;
+    ImFont                  InputTextPasswordFont;
+    ImGuiID                 ScalarAsInputTextId;                // Temporary text input when CTRL+clicking on a slider, etc.
+    ImGuiColorEditFlags     ColorEditOptions;                   // Store user options for color edit widgets
+    ImVec4                  ColorPickerRef;
+    float                   DragCurrentValue;                   // Currently dragged value, always float, not rounded by end-user precision settings
+    ImVec2                  DragLastMouseDelta;
+    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
+    float                   DragSpeedScaleSlow;
+    float                   DragSpeedScaleFast;
+    ImVec2                  ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?
+    int                     TooltipOverrideCount;
+    ImVector<char>          PrivateClipboard;                   // If no custom clipboard handler is defined
+    ImVec2                  OsImePosRequest, OsImePosSet;       // Cursor position request & last passed to the OS Input Method Editor
+
+    // Settings
+    bool                           SettingsLoaded;
+    float                          SettingsDirtyTimer;          // Save .ini Settings on disk when time reaches zero
+    ImVector<ImGuiWindowSettings>  SettingsWindows;             // .ini settings for ImGuiWindow
+    ImVector<ImGuiSettingsHandler> SettingsHandlers;            // List of .ini settings handlers
+
+    // Logging
+    bool                    LogEnabled;
+    FILE*                   LogFile;                            // If != NULL log to stdout/ file
+    ImGuiTextBuffer*        LogClipboard;                       // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
+    int                     LogStartDepth;
+    int                     LogAutoExpandMaxDepth;
+
+    // Misc
+    float                   FramerateSecPerFrame[120];          // calculate estimate of framerate for user
+    int                     FramerateSecPerFrameIdx;
+    float                   FramerateSecPerFrameAccum;
+    int                     WantCaptureMouseNextFrame;          // explicit capture via CaptureInputs() sets those flags
+    int                     WantCaptureKeyboardNextFrame;
+    int                     WantTextInputNextFrame;
+    char                    TempBuffer[1024*3+1];               // temporary text buffer
+
+    ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
+    {
+        Initialized = false;
+        Font = NULL;
+        FontSize = FontBaseSize = 0.0f;
+        FontAtlasOwnedByContext = shared_font_atlas ? false : true;
+        IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
+
+        Time = 0.0f;
+        FrameCount = 0;
+        FrameCountEnded = FrameCountRendered = -1;
+        WindowsActiveCount = 0;
+        CurrentWindow = NULL;
+        HoveredWindow = NULL;
+        HoveredRootWindow = NULL;
+        HoveredId = 0;
+        HoveredIdAllowOverlap = false;
+        HoveredIdPreviousFrame = 0;
+        HoveredIdTimer = 0.0f;
+        ActiveId = 0;
+        ActiveIdPreviousFrame = 0;
+        ActiveIdTimer = 0.0f;
+        ActiveIdIsAlive = false;
+        ActiveIdIsJustActivated = false;
+        ActiveIdAllowOverlap = false;
+        ActiveIdAllowNavDirFlags = 0;
+        ActiveIdClickOffset = ImVec2(-1,-1);
+        ActiveIdWindow = NULL;
+        ActiveIdSource = ImGuiInputSource_None;
+        MovingWindow = NULL;
+        NextTreeNodeOpenVal = false;
+        NextTreeNodeOpenCond = 0;
+
+        NavWindow = NULL;
+        NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
+        NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
+        NavInputSource = ImGuiInputSource_None;
+        NavScoringRectScreen = ImRect();
+        NavScoringCount = 0;
+        NavWindowingTarget = NULL;
+        NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
+        NavWindowingToggleLayer = false;
+        NavLayer = 0;
+        NavIdTabCounter = INT_MAX;
+        NavIdIsAlive = false;
+        NavMousePosDirty = false;
+        NavDisableHighlight = true;
+        NavDisableMouseHover = false;
+        NavAnyRequest = false;
+        NavInitRequest = false;
+        NavInitRequestFromMove = false;
+        NavInitResultId = 0;
+        NavMoveFromClampedRefRect = false;
+        NavMoveRequest = false;
+        NavMoveRequestForward = ImGuiNavForward_None;
+        NavMoveDir = NavMoveDirLast = ImGuiDir_None;
+
+        ModalWindowDarkeningRatio = 0.0f;
+        OverlayDrawList._Data = &DrawListSharedData;
+        OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
+        MouseCursor = ImGuiMouseCursor_Arrow;
+
+        DragDropActive = false;
+        DragDropSourceFlags = 0;
+        DragDropMouseButton = -1;
+        DragDropTargetId = 0;
+        DragDropAcceptIdCurrRectSurface = 0.0f;
+        DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
+        DragDropAcceptFrameCount = -1;
+        memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
+
+        ScalarAsInputTextId = 0;
+        ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
+        DragCurrentValue = 0.0f;
+        DragLastMouseDelta = ImVec2(0.0f, 0.0f);
+        DragSpeedDefaultRatio = 1.0f / 100.0f;
+        DragSpeedScaleSlow = 1.0f / 100.0f;
+        DragSpeedScaleFast = 10.0f;
+        ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
+        TooltipOverrideCount = 0;
+        OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
+
+        SettingsLoaded = false;
+        SettingsDirtyTimer = 0.0f;
+
+        LogEnabled = false;
+        LogFile = NULL;
+        LogClipboard = NULL;
+        LogStartDepth = 0;
+        LogAutoExpandMaxDepth = 2;
+
+        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+        FramerateSecPerFrameIdx = 0;
+        FramerateSecPerFrameAccum = 0.0f;
+        WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
+        memset(TempBuffer, 0, sizeof(TempBuffer));
+    }
+};
+
+// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
+// This is going to be exposed in imgui.h when stabilized enough.
+enum ImGuiItemFlags_
+{
+    ImGuiItemFlags_AllowKeyboardFocus           = 1 << 0,  // true
+    ImGuiItemFlags_ButtonRepeat                 = 1 << 1,  // false    // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
+    ImGuiItemFlags_Disabled                     = 1 << 2,  // false    // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP) 
+    ImGuiItemFlags_NoNav                        = 1 << 3,  // false
+    ImGuiItemFlags_NoNavDefaultFocus            = 1 << 4,  // false
+    ImGuiItemFlags_SelectableDontClosePopup     = 1 << 5,  // false    // MenuItem/Selectable() automatically closes current Popup window
+    ImGuiItemFlags_Default_                     = ImGuiItemFlags_AllowKeyboardFocus
+};
+
+// Transient per-window data, reset at the beginning of the frame
+// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
+struct IMGUI_API ImGuiDrawContext
+{
+    ImVec2                  CursorPos;
+    ImVec2                  CursorPosPrevLine;
+    ImVec2                  CursorStartPos;
+    ImVec2                  CursorMaxPos;           // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
+    float                   CurrentLineHeight;
+    float                   CurrentLineTextBaseOffset;
+    float                   PrevLineHeight;
+    float                   PrevLineTextBaseOffset;
+    float                   LogLinePosY;
+    int                     TreeDepth;
+    ImU32                   TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
+    ImGuiID                 LastItemId;
+    ImGuiItemStatusFlags    LastItemStatusFlags;
+    ImRect                  LastItemRect;           // Interaction rect
+    ImRect                  LastItemDisplayRect;    // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
+    bool                    NavHideHighlightOneFrame;
+    bool                    NavHasScroll;           // Set when scrolling can be used (ScrollMax > 0.0f)
+    int                     NavLayerCurrent;        // Current layer, 0..31 (we currently only use 0..1)
+    int                     NavLayerCurrentMask;    // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
+    int                     NavLayerActiveMask;     // Which layer have been written to (result from previous frame)
+    int                     NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
+    bool                    MenuBarAppending;       // FIXME: Remove this
+    float                   MenuBarOffsetX;
+    ImVector<ImGuiWindow*>  ChildWindows;
+    ImGuiStorage*           StateStorage;
+    ImGuiLayoutType         LayoutType;
+    ImGuiLayoutType         ParentLayoutType;       // Layout type of parent window at the time of Begin()
+
+    // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
+    ImGuiItemFlags          ItemFlags;              // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
+    float                   ItemWidth;              // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
+    float                   TextWrapPos;            // == TextWrapPosStack.back() [empty == -1.0f]
+    ImVector<ImGuiItemFlags>ItemFlagsStack;
+    ImVector<float>         ItemWidthStack;
+    ImVector<float>         TextWrapPosStack;
+    ImVector<ImGuiGroupData>GroupStack;
+    int                     StackSizesBackup[6];    // Store size of various stacks for asserting
+
+    float                   IndentX;                // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
+    float                   GroupOffsetX;
+    float                   ColumnsOffsetX;         // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
+    ImGuiColumnsSet*        ColumnsSet;             // Current columns set
+
+    ImGuiDrawContext()
+    {
+        CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
+        CurrentLineHeight = PrevLineHeight = 0.0f;
+        CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
+        LogLinePosY = -1.0f;
+        TreeDepth = 0;
+        TreeDepthMayJumpToParentOnPop = 0x00;
+        LastItemId = 0;
+        LastItemStatusFlags = 0;
+        LastItemRect = LastItemDisplayRect = ImRect();
+        NavHideHighlightOneFrame = false;
+        NavHasScroll = false;
+        NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
+        NavLayerCurrent = 0;
+        NavLayerCurrentMask = 1 << 0;
+        MenuBarAppending = false;
+        MenuBarOffsetX = 0.0f;
+        StateStorage = NULL;
+        LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
+        ItemWidth = 0.0f;
+        ItemFlags = ImGuiItemFlags_Default_;
+        TextWrapPos = -1.0f;
+        memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
+
+        IndentX = 0.0f;
+        GroupOffsetX = 0.0f;
+        ColumnsOffsetX = 0.0f;
+        ColumnsSet = NULL;
+    }
+};
+
+// Windows data
+struct IMGUI_API ImGuiWindow
+{
+    char*                   Name;
+    ImGuiID                 ID;                                 // == ImHash(Name)
+    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_
+    ImVec2                  PosFloat;
+    ImVec2                  Pos;                                // Position rounded-up to nearest pixel
+    ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)
+    ImVec2                  SizeFull;                           // Size when non collapsed
+    ImVec2                  SizeFullAtLastBegin;                // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
+    ImVec2                  SizeContents;                       // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
+    ImVec2                  SizeContentsExplicit;               // Size of contents explicitly set by the user via SetNextWindowContentSize()
+    ImRect                  ContentsRegionRect;                 // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
+    ImVec2                  WindowPadding;                      // Window padding at the time of begin.
+    float                   WindowRounding;                     // Window rounding at the time of begin.
+    float                   WindowBorderSize;                   // Window border size at the time of begin.
+    ImGuiID                 MoveId;                             // == window->GetID("#MOVE")
+    ImGuiID                 ChildId;                            // Id of corresponding item in parent window (for child windows)
+    ImVec2                  Scroll;
+    ImVec2                  ScrollTarget;                       // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
+    ImVec2                  ScrollTargetCenterRatio;            // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
+    bool                    ScrollbarX, ScrollbarY;
+    ImVec2                  ScrollbarSizes;
+    bool                    Active;                             // Set to true on Begin(), unless Collapsed
+    bool                    WasActive;
+    bool                    WriteAccessed;                      // Set to true when any widget access the current window
+    bool                    Collapsed;                          // Set when collapsing window to become only title-bar
+    bool                    CollapseToggleWanted;
+    bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)
+    bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)
+    bool                    CloseButton;                        // Set when the window has a close button (p_open != NULL)
+    int                     BeginOrderWithinParent;             // Order within immediate parent window, if we are a child window. Otherwise 0.
+    int                     BeginOrderWithinContext;            // Order within entire imgui context. This is mostly used for debugging submission order related issues.
+    int                     BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
+    ImGuiID                 PopupId;                            // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
+    int                     AutoFitFramesX, AutoFitFramesY;
+    bool                    AutoFitOnlyGrows;
+    int                     AutoFitChildAxises;
+    ImGuiDir                AutoPosLastDirection;
+    int                     HiddenFrames;
+    ImGuiCond               SetWindowPosAllowFlags;             // store condition flags for next SetWindowPos() call.
+    ImGuiCond               SetWindowSizeAllowFlags;            // store condition flags for next SetWindowSize() call.
+    ImGuiCond               SetWindowCollapsedAllowFlags;       // store condition flags for next SetWindowCollapsed() call.
+    ImVec2                  SetWindowPosVal;                    // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
+    ImVec2                  SetWindowPosPivot;                  // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
+
+    ImGuiDrawContext        DC;                                 // Temporary per-window data, reset at the beginning of the frame
+    ImVector<ImGuiID>       IDStack;                            // ID stack. ID are hashes seeded with the value at the top of the stack
+    ImRect                  ClipRect;                           // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
+    ImRect                  WindowRectClipped;                  // = WindowRect just after setup in Begin(). == window->Rect() for root window.
+    ImRect                  InnerRect, InnerClipRect;
+    int                     LastFrameActive;
+    float                   ItemWidthDefault;
+    ImGuiMenuColumns        MenuColumns;                        // Simplified columns storage for menu items
+    ImGuiStorage            StateStorage;
+    ImVector<ImGuiColumnsSet> ColumnsStorage;
+    float                   FontWindowScale;                    // Scale multiplier per-window
+    ImDrawList*             DrawList;
+    ImGuiWindow*            ParentWindow;                       // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
+    ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window.
+    ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
+    ImGuiWindow*            RootWindowForTabbing;               // Point to ourself or first ancestor which can be CTRL-Tabbed into.
+    ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
+
+    ImGuiWindow*            NavLastChildNavWindow;              // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
+    ImGuiID                 NavLastIds[2];                      // Last known NavId for this window, per layer (0/1)
+    ImRect                  NavRectRel[2];                      // Reference rectangle, in window relative space
+
+    // Navigation / Focus
+    // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
+    int                     FocusIdxAllCounter;                 // Start at -1 and increase as assigned via FocusItemRegister()
+    int                     FocusIdxTabCounter;                 // (same, but only count widgets which you can Tab through)
+    int                     FocusIdxAllRequestCurrent;          // Item being requested for focus
+    int                     FocusIdxTabRequestCurrent;          // Tab-able item being requested for focus
+    int                     FocusIdxAllRequestNext;             // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
+    int                     FocusIdxTabRequestNext;             // "
+
+public:
+    ImGuiWindow(ImGuiContext* context, const char* name);
+    ~ImGuiWindow();
+
+    ImGuiID     GetID(const char* str, const char* str_end = NULL);
+    ImGuiID     GetID(const void* ptr);
+    ImGuiID     GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
+    ImGuiID     GetIDFromRectangle(const ImRect& r_abs);
+
+    // We don't use g.FontSize because the window may be != g.CurrentWidow.
+    ImRect      Rect() const                            { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
+    float       CalcFontSize() const                    { return GImGui->FontBaseSize * FontWindowScale; }
+    float       TitleBarHeight() const                  { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
+    ImRect      TitleBarRect() const                    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
+    float       MenuBarHeight() const                   { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
+    ImRect      MenuBarRect() const                     { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
+};
+
+// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.  
+struct ImGuiItemHoveredDataBackup
+{
+    ImGuiID                 LastItemId;
+    ImGuiItemStatusFlags    LastItemStatusFlags;
+    ImRect                  LastItemRect;
+    ImRect                  LastItemDisplayRect;
+
+    ImGuiItemHoveredDataBackup() { Backup(); }
+    void Backup()        { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
+    void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
+};
+
+//-----------------------------------------------------------------------------
+// Internal API
+// No guarantee of forward compatibility here.
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+    // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
+    // If this ever crash because g.CurrentWindow is NULL it means that either
+    // - ImGui::NewFrame() has never been called, which is illegal.
+    // - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
+    inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
+    inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
+    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);
+    IMGUI_API void          FocusWindow(ImGuiWindow* window);
+    IMGUI_API void          BringWindowToFront(ImGuiWindow* window);
+    IMGUI_API void          BringWindowToBack(ImGuiWindow* window);
+    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
+    IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);
+
+    IMGUI_API void          Initialize(ImGuiContext* context);
+    IMGUI_API void          Shutdown(ImGuiContext* context);    // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
+
+    IMGUI_API void          NewFrameUpdateHoveredWindowAndCaptureFlags();
+
+    IMGUI_API void                  MarkIniSettingsDirty();
+    IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
+    IMGUI_API ImGuiWindowSettings*  FindWindowSettings(ImGuiID id);
+
+    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);
+    IMGUI_API ImGuiID       GetActiveID();
+    IMGUI_API void          SetFocusID(ImGuiID id, ImGuiWindow* window);
+    IMGUI_API void          ClearActiveID();
+    IMGUI_API void          SetHoveredID(ImGuiID id);
+    IMGUI_API ImGuiID       GetHoveredID();
+    IMGUI_API void          KeepAliveID(ImGuiID id);
+
+    IMGUI_API void          ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
+    IMGUI_API void          ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
+    IMGUI_API bool          ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
+    IMGUI_API bool          ItemHoverable(const ImRect& bb, ImGuiID id);
+    IMGUI_API bool          IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
+    IMGUI_API bool          FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true);      // Return true if focus is requested
+    IMGUI_API void          FocusableItemUnregister(ImGuiWindow* window);
+    IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_x, float default_y);
+    IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
+    IMGUI_API void          PushMultiItemsWidths(int components, float width_full = 0.0f);
+    IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);
+    IMGUI_API void          PopItemFlag();
+
+    IMGUI_API void          SetCurrentFont(ImFont* font);
+
+    IMGUI_API void          OpenPopupEx(ImGuiID id);
+    IMGUI_API void          ClosePopup(ImGuiID id);
+    IMGUI_API void          ClosePopupsOverWindow(ImGuiWindow* ref_window);
+    IMGUI_API bool          IsPopupOpen(ImGuiID id);
+    IMGUI_API bool          BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
+    IMGUI_API void          BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
+
+    IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit);
+    IMGUI_API void          NavMoveRequestCancel();
+    IMGUI_API void          ActivateItem(ImGuiID id);   // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
+
+    IMGUI_API float         GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
+    IMGUI_API ImVec2        GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
+    IMGUI_API int           CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
+
+    IMGUI_API void          Scrollbar(ImGuiLayoutType direction);
+    IMGUI_API void          VerticalSeparator();        // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout.
+    IMGUI_API bool          SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f);
+
+    IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
+    IMGUI_API void          ClearDragDrop();
+    IMGUI_API bool          IsDragDropPayloadBeingAccepted();
+
+    // FIXME-WIP: New Columns API
+    IMGUI_API void          BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
+    IMGUI_API void          EndColumns();                                                             // close columns
+    IMGUI_API void          PushColumnClipRect(int column_index = -1);
+
+    // NB: All position are in absolute pixels coordinates (never using window coordinates internally)
+    // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
+    IMGUI_API void          RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
+    IMGUI_API void          RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
+    IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
+    IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
+    IMGUI_API void          RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
+    IMGUI_API void          RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
+    IMGUI_API void          RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
+    IMGUI_API void          RenderBullet(ImVec2 pos);
+    IMGUI_API void          RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
+    IMGUI_API void          RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
+    IMGUI_API void          RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
+    IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
+
+    IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos, float radius);
+
+    IMGUI_API bool          SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
+    IMGUI_API bool          SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
+
+    IMGUI_API bool          DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
+    IMGUI_API bool          DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
+    IMGUI_API bool          DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
+
+    IMGUI_API bool          InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
+    IMGUI_API bool          InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
+    IMGUI_API bool          InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
+    IMGUI_API bool          InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
+
+    IMGUI_API void          ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
+    IMGUI_API void          ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
+
+    IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
+    IMGUI_API bool          TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0);                     // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
+    IMGUI_API void          TreePushRawID(ImGuiID id);
+
+    IMGUI_API void          PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
+
+    IMGUI_API int           ParseFormatPrecision(const char* fmt, int default_value);
+    IMGUI_API float         RoundScalar(float value, int decimal_precision);
+
+    // Shade functions (write over already created vertices)
+    IMGUI_API void          ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
+    IMGUI_API void          ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x);
+    IMGUI_API void          ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
+
+} // namespace ImGui
+
+// ImFontAtlas internals
+IMGUI_API bool              ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); 
+IMGUI_API void              ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
+IMGUI_API void              ImFontAtlasBuildFinish(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
+IMGUI_API void              ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
+
+#ifdef __clang__
+#pragma clang diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
diff --git a/source/imgui/main.cpp b/source/imgui/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..06a9231a69eaed299bb5065d1798d4e599704d19
--- /dev/null
+++ b/source/imgui/main.cpp
@@ -0,0 +1,128 @@
+// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+#include "imgui.h"
+#include "imgui_impl_glfw_gl3.h"
+#include <stdio.h>
+#include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
+#include <GLFW/glfw3.h>
+
+static void glfw_error_callback(int error, const char* description)
+{
+    fprintf(stderr, "Error %d: %s\n", error, description);
+}
+
+int main(int, char**)
+{
+    // Setup window
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+#if __APPLE__
+    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+#endif
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL);
+    glfwMakeContextCurrent(window);
+    glfwSwapInterval(1); // Enable vsync
+    gl3wInit();
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
+    ImGui_ImplGlfwGL3_Init(window, true);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    while (!glfwWindowShouldClose(window))
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        glfwPollEvents();
+        ImGui_ImplGlfwGL3_NewFrame();
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        int display_w, display_h;
+        glfwGetFramebufferSize(window, &display_w, &display_h);
+        glViewport(0, 0, display_w, display_h);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        ImGui::Render();
+        ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
+        glfwSwapBuffers(window);
+    }
+
+    // Cleanup
+    ImGui_ImplGlfwGL3_Shutdown();
+    ImGui::DestroyContext();
+    glfwTerminate();
+
+    return 0;
+}
diff --git a/source/imgui/misc/fonts/Cousine-Regular.ttf b/source/imgui/misc/fonts/Cousine-Regular.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..70a0bf902e1482724d7706f7a0f40d94fe51f4c3
Binary files /dev/null and b/source/imgui/misc/fonts/Cousine-Regular.ttf differ
diff --git a/source/imgui/misc/fonts/DroidSans.ttf b/source/imgui/misc/fonts/DroidSans.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..767c63ad000e3eea20f3cb7a43ba9f4154ed7a5d
Binary files /dev/null and b/source/imgui/misc/fonts/DroidSans.ttf differ
diff --git a/source/imgui/misc/fonts/Karla-Regular.ttf b/source/imgui/misc/fonts/Karla-Regular.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..81b3de6eb12d7da48b307dfcb754d6595cd09a3f
Binary files /dev/null and b/source/imgui/misc/fonts/Karla-Regular.ttf differ
diff --git a/source/imgui/misc/fonts/ProggyClean.ttf b/source/imgui/misc/fonts/ProggyClean.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..0270cdfe3caa811e1b252cdcc5b179989c1b8ad6
Binary files /dev/null and b/source/imgui/misc/fonts/ProggyClean.ttf differ
diff --git a/source/imgui/misc/fonts/ProggyTiny.ttf b/source/imgui/misc/fonts/ProggyTiny.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..1c4312c3dbaa81babf38bac992e3722e15eedb73
Binary files /dev/null and b/source/imgui/misc/fonts/ProggyTiny.ttf differ
diff --git a/source/imgui/misc/fonts/README.txt b/source/imgui/misc/fonts/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..70773fcad5b09e327a5c320b9989cc5241711c93
--- /dev/null
+++ b/source/imgui/misc/fonts/README.txt
@@ -0,0 +1,254 @@
+
+The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer) that is used by default.
+We embed the font in source code so you can use Dear ImGui without any file system access.
+You may also load external .TTF/.OTF files. 
+The files in this folder are suggested fonts, provided as a convenience.
+(Note: .OTF support in stb_truetype.h currently doesn't appear to load every font)
+
+Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
+Also read dear imgui FAQ in imgui.cpp!
+
+In this document:
+
+- Using Icons
+- Fonts Loading Instructions
+- FreeType rasterizer, Small font sizes
+- Building Custom Glyph Ranges
+- Remapping Codepoints
+- Embedding Fonts in Source Code
+- Credits/Licences for fonts included in this folder
+- Links, Other fonts
+
+
+---------------------------------------
+ USING ICONS
+---------------------------------------
+
+ Using an icon font (such as FontAwesome: http://fontawesome.io) is an easy and practical way to use icons in your ImGui application.
+ A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without 
+ having to change fonts back and forth.
+
+ To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
+   https://github.com/juliettef/IconFontCppHeaders
+
+ The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u
+   #define ICON_FA_SEARCH  u8"\uf002"
+ The pre-C++11 version has the values directly encoded as utf-8:
+   #define ICON_FA_SEARCH  "\xEF\x80\x82"
+
+ Example:
+
+    // Merge icons into default tool font
+   #include "IconsFontAwesome.h"
+   ImGuiIO& io = ImGui::GetIO();
+   io.Fonts->AddFontDefault();
+
+   ImFontConfig config;
+   config.MergeMode = true;
+   static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+   io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
+
+   // Usage, e.g.
+   ImGui::Text("%s Search", ICON_FA_SEARCH);
+
+ See Links below for other icons fonts and related tools.
+
+
+---------------------------------------
+ FONTS LOADING INSTRUCTIONS
+---------------------------------------
+
+ Load default font with:
+
+   ImGuiIO& io = ImGui::GetIO();
+   io.Fonts->AddFontDefault();
+
+ Load .TTF/.OTF file with:
+
+   ImGuiIO& io = ImGui::GetIO();
+   io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+  
+ For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally)
+
+   ImFontConfig config;
+   config.OversampleH = 3;
+   config.OversampleV = 1;
+   config.GlyphExtraSpacing.x = 1.0f;
+   io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
+
+ If you have very large number of glyphs or multiple fonts:
+
+  - Mind the fact that some graphics drivers have texture size limitation.
+  - Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
+  - Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
+  - You may reduce oversampling, e.g. config.OversampleH = 2 or 1.
+  - Reduce glyphs ranges, consider calculating them based on your source data if this is possible.
+
+ Combine two fonts into one:
+
+   // Load a first font
+   io.Fonts->AddFontDefault();
+
+   // Add character ranges and merge into the previous font
+   // The ranges array is not copied by the AddFont* functions and is used lazily
+   // so ensure it is available for duration of font usage
+   static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
+   ImFontConfig config;
+   config.MergeMode = true;
+   io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese());
+   io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
+
+ Add a fourth parameter to bake specific font ranges only:
+
+   // Basic Latin, Extended Latin
+   io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
+   
+   // Include full set of about 21000 CJK Unified Ideographs
+   io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
+   
+   // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+   io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChinese());
+
+ Offset font vertically by altering the io.Font->DisplayOffset value:
+
+   ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+   font->DisplayOffset.y = 1;   // Render 1 pixel down
+
+
+---------------------------------------
+ FREETYPE RASTERIZER, SMALL FONT SIZES
+---------------------------------------
+
+ Dear Imgui uses stb_truetype.h to rasterize fonts (with optional oversampling).
+ This technique and implementation are not ideal for fonts rendered at _small sizes_, which may appear a little blurry.
+ There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
+
+ FreeType supports auto-hinting which tends to improve the readability of small fonts.
+ Note that this code currently creates textures that are unoptimally too large (could be fixed with some work)
+
+
+---------------------------------------
+ BUILDING CUSTOM GLYPH RANGES
+---------------------------------------
+
+ You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
+ For exemple: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. 
+
+   ImVector<ImWchar> ranges;
+   ImFontAtlas::GlyphRangesBuilder builder;
+   builder.AddText("Hello world");                        // Add a string (here "Hello world" contains 7 unique characters)
+   builder.AddChar(0x7262);                               // Add a specific character
+   builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
+   builder.BuildRanges(&ranges);                          // Build the final result (ordered ranges with all the unique characters submitted)
+   io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
+
+
+---------------------------------------
+ REMAPPING CODEPOINTS
+---------------------------------------
+
+ All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese, or CP-1251 for Cyrillic) will NOT work!
+ In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
+ e.g.
+      u8"hello"
+      u8"こんにちは"
+ You may also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
+
+
+---------------------------------------
+ EMBEDDING FONTS IN SOURCE CODE
+---------------------------------------
+
+ Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
+ See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
+ You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
+ The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger. 
+
+ Then load the font with:
+ 
+   ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
+   
+ Or 
+ 
+   ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
+
+
+---------------------------------------
+ CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
+---------------------------------------
+
+ Roboto-Medium.ttf
+   Apache License 2.0
+   by Christian Robertson
+   https://fonts.google.com/specimen/Roboto
+
+ Cousine-Regular.ttf
+   by Steve Matteson
+   Digitized data copyright (c) 2010 Google Corporation.
+   Licensed under the SIL Open Font License, Version 1.1
+   https://fonts.google.com/specimen/Cousine 
+
+ DroidSans.ttf
+   Copyright (c) Steve Matteson
+   Apache License, version 2.0
+   https://www.fontsquirrel.com/fonts/droid-sans
+
+ ProggyClean.ttf
+   Copyright (c) 2004, 2005 Tristan Grimmer
+   MIT License
+   recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1
+   http://www.proggyfonts.net/
+
+ ProggyTiny.ttf
+   Copyright (c) 2004, 2005 Tristan Grimmer
+   MIT License
+   recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1
+   http://www.proggyfonts.net/
+
+ Karla-Regular.ttf
+   Copyright (c) 2012, Jonathan Pinhorn
+   SIL OPEN FONT LICENSE Version 1.1
+
+
+---------------------------------------
+ LINKS, OTHER FONTS
+---------------------------------------
+
+ (Icons) Icon fonts
+   https://fortawesome.github.io/Font-Awesome/
+   https://github.com/SamBrishes/kenney-icon-font
+   https://design.google.com/icons/
+   You can use https://github.com/juliettef/IconFontCppHeaders for C/C++ header files with name #define to access icon codepoint in source code.
+
+ (Icons) IcoMoon - Custom Icon font builder
+   https://icomoon.io/app
+
+ (Regular) Open Sans Fonts
+   https://fonts.google.com/specimen/Open+Sans
+
+ (Regular) Google Noto Fonts (worldwide languages)
+   https://www.google.com/get/noto/
+ 
+ (Monospace) Typefaces for source code beautification
+   https://github.com/chrissimpkins/codeface
+
+ (Monospace) Programmation fonts
+   http://s9w.github.io/font_compare/
+
+ (Monospace) Proggy Programming Fonts
+   http://upperbounds.net
+   
+ (Monospace) Inconsolata
+   http://www.levien.com/type/myfonts/inconsolata.html
+
+ (Monospace) Adobe Source Code Pro: Monospaced font family for user interface and coding environments
+   https://github.com/adobe-fonts/source-code-pro
+
+ (Monospace) Monospace/Fixed Width Programmer's Fonts
+   http://www.lowing.org/fonts/
+
+ (Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
+   http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
+
+ Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
+
diff --git a/source/imgui/misc/fonts/Roboto-Medium.ttf b/source/imgui/misc/fonts/Roboto-Medium.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..39c63d7461796094c0b8889ee8fe2706d344a99a
Binary files /dev/null and b/source/imgui/misc/fonts/Roboto-Medium.ttf differ
diff --git a/source/imgui/misc/fonts/binary_to_compressed_c.cpp b/source/imgui/misc/fonts/binary_to_compressed_c.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..e373e69c62596dcd212c1e0eed156e3d3bd00ab7
--- /dev/null
+++ b/source/imgui/misc/fonts/binary_to_compressed_c.cpp
@@ -0,0 +1,380 @@
+// ImGui - binary_to_compressed_c.cpp
+// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
+
+// The data is first compressed with stb_compress() to reduce source code size,
+// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
+// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
+// Note that even with compression, the output array is likely to be bigger than the binary file..
+// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
+
+// Build with, e.g:
+//   # cl.exe binary_to_compressed_c.cpp
+//   # gcc binary_to_compressed_c.cpp
+// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
+
+// Usage:
+//   binary_to_compressed_c.exe [-base85] [-nocompress] <inputfile> <symbolname>
+// Usage example:
+//   # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp
+//   # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp
+
+#define _CRT_SECURE_NO_WARNINGS
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <assert.h>
+
+// stb_compress* from stb.h - declaration
+typedef unsigned int stb_uint;
+typedef unsigned char stb_uchar;
+stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len);
+
+static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression);
+
+int main(int argc, char** argv)
+{
+    if (argc < 3)
+    {
+        printf("Syntax: %s [-base85] [-nocompress] <inputfile> <symbolname>\n", argv[0]);
+        return 0;
+    }
+
+    int argn = 1;
+    bool use_base85_encoding = false;
+    bool use_compression = true;
+    if (argv[argn][0] == '-')
+    {
+        if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
+        else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
+        else
+        {
+            printf("Unknown argument: '%s'\n", argv[argn]);
+            return 1;
+        }
+    }
+
+    return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1;
+}
+
+char Encode85Byte(unsigned int x) 
+{
+    x = (x % 85) + 35;
+    return (x>='\\') ? x+1 : x;
+}
+
+bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression)
+{
+    // Read file
+    FILE* f = fopen(filename, "rb");
+    if (!f) return false;
+    int data_sz;
+    if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
+    char* data = new char[data_sz+4];
+    if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
+    memset((void *)(((char*)data) + data_sz), 0, 4);
+    fclose(f);
+
+    // Compress
+    int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
+    char* compressed = use_compression ? new char[maxlen] : data;
+    int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;
+    if (use_compression)
+		memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
+
+    // Output as Base85 encoded
+    FILE* out = stdout;
+    fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
+    fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
+	const char* compressed_str = use_compression ? "compressed_" : "";
+    if (use_base85_encoding)
+    {
+        fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n    \"", symbol, compressed_str, (int)((compressed_sz+3)/4)*5);
+        char prev_c = 0;
+        for (int src_i = 0; src_i < compressed_sz; src_i += 4)
+        {
+            // This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??.
+            unsigned int d = *(unsigned int*)(compressed + src_i);
+            for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85)
+            {
+                char c = Encode85Byte(d);
+                fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c);
+                prev_c = c;
+            }
+            if ((src_i % 112) == 112-4)
+                fprintf(out, "\"\n    \"");
+        }
+        fprintf(out, "\";\n\n");
+    }
+    else
+    {
+        fprintf(out, "static const unsigned int %s_%ssize = %d;\n", symbol, compressed_str, (int)compressed_sz);
+        fprintf(out, "static const unsigned int %s_%sdata[%d/4] =\n{", symbol, compressed_str, (int)((compressed_sz+3)/4)*4);
+        int column = 0;
+        for (int i = 0; i < compressed_sz; i += 4)
+        {
+            unsigned int d = *(unsigned int*)(compressed + i);
+            if ((column++ % 12) == 0)
+                fprintf(out, "\n    0x%08x, ", d);
+            else
+                fprintf(out, "0x%08x, ", d);
+        }
+        fprintf(out, "\n};\n\n");
+    }
+
+    // Cleanup
+    delete[] data;
+    if (use_compression)
+	    delete[] compressed;
+    return true;
+}
+
+// stb_compress* from stb.h - definition
+
+////////////////////           compressor         ///////////////////////
+
+static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)
+{
+    const unsigned long ADLER_MOD = 65521;
+    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+    unsigned long blocklen, i;
+
+    blocklen = buflen % 5552;
+    while (buflen) {
+        for (i=0; i + 7 < blocklen; i += 8) {
+            s1 += buffer[0], s2 += s1;
+            s1 += buffer[1], s2 += s1;
+            s1 += buffer[2], s2 += s1;
+            s1 += buffer[3], s2 += s1;
+            s1 += buffer[4], s2 += s1;
+            s1 += buffer[5], s2 += s1;
+            s1 += buffer[6], s2 += s1;
+            s1 += buffer[7], s2 += s1;
+
+            buffer += 8;
+        }
+
+        for (; i < blocklen; ++i)
+            s1 += *buffer++, s2 += s1;
+
+        s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+        buflen -= blocklen;
+        blocklen = 5552;
+    }
+    return (s2 << 16) + s1;
+}
+
+static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)
+{
+    stb_uint i;
+    for (i=0; i < maxlen; ++i)
+        if (m1[i] != m2[i]) return i;
+    return i;
+}
+
+// simple implementation that just takes the source data in a big block
+
+static stb_uchar *stb__out;
+static FILE      *stb__outfile;
+static stb_uint   stb__outbytes;
+
+static void stb__write(unsigned char v)
+{
+    fputc(v, stb__outfile);
+    ++stb__outbytes;
+}
+
+//#define stb_out(v)    (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
+#define stb_out(v)    do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0)
+
+static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); }
+static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
+static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); }
+
+static void outliterals(stb_uchar *in, int numlit)
+{
+    while (numlit > 65536) {
+        outliterals(in,65536);
+        in     += 65536;
+        numlit -= 65536;
+    }
+
+    if      (numlit ==     0)    ;
+    else if (numlit <=    32)    stb_out (0x000020 + numlit-1);
+    else if (numlit <=  2048)    stb_out2(0x000800 + numlit-1);
+    else /*  numlit <= 65536) */ stb_out3(0x070000 + numlit-1);
+
+    if (stb__out) {
+        memcpy(stb__out,in,numlit);
+        stb__out += numlit;
+    } else
+        fwrite(in, 1, numlit, stb__outfile);
+}
+
+static int stb__window = 0x40000; // 256K
+
+static int stb_not_crap(int best, int dist)
+{
+    return   ((best > 2  &&  dist <= 0x00100)     
+        || (best > 5  &&  dist <= 0x04000)
+        || (best > 7  &&  dist <= 0x80000));
+}
+
+static  stb_uint stb__hashsize = 32768;
+
+// note that you can play with the hashing functions all you
+// want without needing to change the decompressor
+#define stb__hc(q,h,c)      (((h) << 7) + ((h) >> 25) + q[c])
+#define stb__hc2(q,h,c,d)   (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])
+#define stb__hc3(q,c,d,e)   ((q[c] << 14) + (q[d] << 7) + q[e])
+
+static unsigned int stb__running_adler;
+
+static int stb_compress_chunk(stb_uchar *history,
+    stb_uchar *start,
+    stb_uchar *end,
+    int length,
+    int *pending_literals,
+    stb_uchar **chash,
+    stb_uint mask)
+{
+    (void)history;
+    int window = stb__window;
+    stb_uint match_max;
+    stb_uchar *lit_start = start - *pending_literals;
+    stb_uchar *q = start;
+
+#define STB__SCRAMBLE(h)   (((h) + ((h) >> 16)) & mask)
+
+    // stop short of the end so we don't scan off the end doing
+    // the hashing; this means we won't compress the last few bytes
+    // unless they were part of something longer
+    while (q < start+length && q+12 < end) {
+        int m;
+        stb_uint h1,h2,h3,h4, h;
+        stb_uchar *t;
+        int best = 2, dist=0;
+
+        if (q+65536 > end)
+            match_max = end-q;
+        else
+            match_max = 65536;
+
+#define stb__nc(b,d)  ((d) <= window && ((b) > 9 || stb_not_crap(b,d)))
+
+#define STB__TRY(t,p)  /* avoid retrying a match we already tried */ \
+    if (p ? dist != q-t : 1)                             \
+    if ((m = stb_matchlen(t, q, match_max)) > best)     \
+    if (stb__nc(m,q-(t)))                                \
+    best = m, dist = q - (t)
+
+        // rather than search for all matches, only try 4 candidate locations,
+        // chosen based on 4 different hash functions of different lengths.
+        // this strategy is inspired by LZO; hashing is unrolled here using the
+        // 'hc' macro
+        h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);
+        t = chash[h1]; if (t) STB__TRY(t,0);
+        h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);
+        h = stb__hc2(q,h, 5, 6);        t = chash[h2]; if (t) STB__TRY(t,1);
+        h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);
+        h = stb__hc2(q,h, 9,10);        t = chash[h3]; if (t) STB__TRY(t,1);
+        h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);
+        t = chash[h4]; if (t) STB__TRY(t,1);
+
+        // because we use a shared hash table, can only update it
+        // _after_ we've probed all of them
+        chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;
+
+        if (best > 2)
+            assert(dist > 0);
+
+        // see if our best match qualifies
+        if (best < 3) { // fast path literals
+            ++q;
+        } else if (best > 2  &&  best <= 0x80    &&  dist <= 0x100) {
+            outliterals(lit_start, q-lit_start); lit_start = (q += best);
+            stb_out(0x80 + best-1);
+            stb_out(dist-1);
+        } else if (best > 5  &&  best <= 0x100   &&  dist <= 0x4000) {
+            outliterals(lit_start, q-lit_start); lit_start = (q += best);
+            stb_out2(0x4000 + dist-1);       
+            stb_out(best-1);
+        } else if (best > 7  &&  best <= 0x100   &&  dist <= 0x80000) {
+            outliterals(lit_start, q-lit_start); lit_start = (q += best);
+            stb_out3(0x180000 + dist-1);     
+            stb_out(best-1);
+        } else if (best > 8  &&  best <= 0x10000 &&  dist <= 0x80000) {
+            outliterals(lit_start, q-lit_start); lit_start = (q += best);
+            stb_out3(0x100000 + dist-1);     
+            stb_out2(best-1);
+        } else if (best > 9                      &&  dist <= 0x1000000) {
+            if (best > 65536) best = 65536;
+            outliterals(lit_start, q-lit_start); lit_start = (q += best);
+            if (best <= 0x100) {
+                stb_out(0x06);
+                stb_out3(dist-1);
+                stb_out(best-1);
+            } else {
+                stb_out(0x04);
+                stb_out3(dist-1);
+                stb_out2(best-1);
+            }
+        } else {  // fallback literals if no match was a balanced tradeoff
+            ++q;
+        }
+    }
+
+    // if we didn't get all the way, add the rest to literals
+    if (q-start < length)
+        q = start+length;
+
+    // the literals are everything from lit_start to q
+    *pending_literals = (q - lit_start);
+
+    stb__running_adler = stb_adler32(stb__running_adler, start, q - start);
+    return q - start;
+}
+
+static int stb_compress_inner(stb_uchar *input, stb_uint length)
+{
+    int literals = 0;
+    stb_uint len,i;
+
+    stb_uchar **chash;
+    chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));
+    if (chash == NULL) return 0; // failure
+    for (i=0; i < stb__hashsize; ++i)
+        chash[i] = NULL;
+
+    // stream signature
+    stb_out(0x57); stb_out(0xbc);
+    stb_out2(0);
+
+    stb_out4(0);       // 64-bit length requires 32-bit leading 0
+    stb_out4(length);
+    stb_out4(stb__window);
+
+    stb__running_adler = 1;
+
+    len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);
+    assert(len == length);
+
+    outliterals(input+length - literals, literals);
+
+    free(chash);
+
+    stb_out2(0x05fa); // end opcode
+
+    stb_out4(stb__running_adler);
+
+    return 1; // success
+}
+
+stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)
+{
+    stb__out = out;
+    stb__outfile = NULL;
+
+    stb_compress_inner(input, length);
+
+    return stb__out - out;
+}
diff --git a/source/imgui/misc/freetype/README.md b/source/imgui/misc/freetype/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..4038dbcdf7ebf65b0deaebf54a3dda5be1e19c62
--- /dev/null
+++ b/source/imgui/misc/freetype/README.md
@@ -0,0 +1,133 @@
+# imgui_freetype
+
+This is an attempt to replace stb_truetype (the default imgui's font rasterizer) with FreeType. 
+Currently not optimal and probably has some limitations or bugs.
+By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut.
+
+**Usage**
+1. Get latest FreeType binaries or build yourself.
+2. Add imgui_freetype.h/cpp alongside your imgui sources.
+3. Include imgui_freetype.h after imgui.h.
+4. Call ImGuiFreeType::BuildFontAtlas() *BEFORE* calling ImFontAtlas::GetTexDataAsRGBA32() or ImFontAtlas::Build() (so normal Build() won't be called):
+
+```cpp
+// See ImGuiFreeType::RasterizationFlags
+unsigned int flags = ImGuiFreeType::DisableHinting;
+ImGuiFreeType::BuildFontAtlas(io.Fonts, flags);
+io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+```
+
+**Gamma Correct Blending**
+FreeType assumes blending in linear space rather than gamma space.
+See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).
+For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
+The default imgui styles will be impacted by this change (alpha values will need tweaking).
+
+**Test code Usage**
+```cpp
+#include "misc/freetype/imgui_freetype.h"
+#include "misc/freetype/imgui_freetype.cpp"
+
+// Load various small fonts
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 13.0f);
+io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 13.0f);
+io.Fonts->AddFontDefault();
+
+FreeTypeTest freetype_test;
+
+// Main Loop
+while (true)
+{
+   if (freetype_test.UpdateRebuild())
+   {
+      // REUPLOAD FONT TEXTURE TO GPU
+      // e.g ImGui_ImplGlfwGL3_InvalidateDeviceObjects() + ImGui_ImplGlfwGL3_CreateDeviceObjects()
+   }
+   ImGui::NewFrame();
+   freetype_test.ShowFreetypeOptionsWindow();
+   ...
+   }
+}
+```
+
+**Test code**
+```cpp
+#include "misc/freetype/imgui_freetype.h"
+#include "misc/freetype/imgui_freetype.cpp"
+
+struct FreeTypeTest
+{
+    enum FontBuildMode
+    {
+        FontBuildMode_FreeType,
+        FontBuildMode_Stb,
+    };
+
+    FontBuildMode BuildMode;
+    bool          WantRebuild;
+    float         FontsMultiply;
+    unsigned int  FontsFlags;
+
+    FreeTypeTest()
+    {
+        BuildMode = FontBuildMode_FreeType;
+        WantRebuild = true;
+        FontsMultiply = 1.0f;
+        FontsFlags = 0;
+    }
+
+    // Call _BEFORE_ NewFrame()
+    bool UpdateRebuild()
+    {
+        if (!WantRebuild)
+            return false;
+        ImGuiIO& io = ImGui::GetIO();
+        for (int n = 0; n < io.Fonts->Fonts.Size; n++)
+        {
+            io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply;
+            io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
+        }
+        if (BuildMode == FontBuildMode_FreeType)
+            ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags);
+        else if (BuildMode == FontBuildMode_Stb)
+            io.Fonts->Build();
+        WantRebuild = false;
+        return true;
+    }
+
+    // Call to draw interface
+    void ShowFreetypeOptionsWindow()
+    {
+        ImGui::Begin("FreeType Options");
+        ImGui::ShowFontSelector("Fonts");
+        WantRebuild |= ImGui::RadioButton("FreeType", (int*)&BuildMode, FontBuildMode_FreeType);
+        ImGui::SameLine();
+        WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb);
+        WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f);
+        if (BuildMode == FontBuildMode_FreeType)
+        {
+            WantRebuild |= ImGui::CheckboxFlags("NoHinting",     &FontsFlags, ImGuiFreeType::NoHinting);
+            WantRebuild |= ImGui::CheckboxFlags("NoAutoHint",    &FontsFlags, ImGuiFreeType::NoAutoHint);
+            WantRebuild |= ImGui::CheckboxFlags("ForceAutoHint", &FontsFlags, ImGuiFreeType::ForceAutoHint);
+            WantRebuild |= ImGui::CheckboxFlags("LightHinting",  &FontsFlags, ImGuiFreeType::LightHinting);
+            WantRebuild |= ImGui::CheckboxFlags("MonoHinting",   &FontsFlags, ImGuiFreeType::MonoHinting);
+            WantRebuild |= ImGui::CheckboxFlags("Bold",          &FontsFlags, ImGuiFreeType::Bold);
+            WantRebuild |= ImGui::CheckboxFlags("Oblique",       &FontsFlags, ImGuiFreeType::Oblique);
+        }
+        ImGui::End();
+    }
+};
+```
+
+**Known issues**
+- Output texture has excessive resolution (lots of vertical waste).
+- FreeType's memory allocator is not overridden.
+- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer).
+
+**Obligatory comparison screenshots**
+
+Using Windows built-in segoeui.ttf font. Open in new browser tabs, view at 1080p+.
+
+![freetype rasterizer](https://raw.githubusercontent.com/wiki/ocornut/imgui_club/images/freetype_20170817.png)
+
diff --git a/source/imgui/misc/freetype/imgui_freetype.cpp b/source/imgui/misc/freetype/imgui_freetype.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..8235ac5f6c6fa5a57e3d7a70527735f41913df53
--- /dev/null
+++ b/source/imgui/misc/freetype/imgui_freetype.cpp
@@ -0,0 +1,379 @@
+// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui
+// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
+// Original code by @Vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut
+
+// Changelog:
+// - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.
+// - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.
+// - v0.52: (2017/09/26) fixes for imgui internal changes
+// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement)
+// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member
+// - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)
+
+// Gamma Correct Blending:
+//  FreeType assumes blending in linear space rather than gamma space.
+//  See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph
+//  For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
+//  The default imgui styles will be impacted by this change (alpha values will need tweaking).
+
+// TODO:
+// - Output texture has excessive resolution (lots of vertical waste).
+// - FreeType's memory allocator is not overridden.
+// - cfg.OversampleH, OversampleV are ignored (but perhaps not so necessary with this rasterizer).
+
+#include "imgui_freetype.h"
+#include "imgui_internal.h"   // ImMin,ImMax,ImFontAtlasBuild*,
+#include <stdint.h>
+#include <ft2build.h>
+#include FT_FREETYPE_H
+#include FT_GLYPH_H
+#include FT_SYNTHESIS_H
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#endif
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
+#endif
+
+namespace 
+{
+    // Glyph metrics:
+    // --------------
+    //
+    //                       xmin                     xmax
+    //                        |                         |
+    //                        |<-------- width -------->|
+    //                        |                         |
+    //              |         +-------------------------+----------------- ymax
+    //              |         |    ggggggggg   ggggg    |     ^        ^
+    //              |         |   g:::::::::ggg::::g    |     |        |
+    //              |         |  g:::::::::::::::::g    |     |        |
+    //              |         | g::::::ggggg::::::gg    |     |        |
+    //              |         | g:::::g     g:::::g     |     |        |
+    //    offsetX  -|-------->| g:::::g     g:::::g     |  offsetY     |
+    //              |         | g:::::g     g:::::g     |     |        |
+    //              |         | g::::::g    g:::::g     |     |        |
+    //              |         | g:::::::ggggg:::::g     |     |        |
+    //              |         |  g::::::::::::::::g     |     |      height
+    //              |         |   gg::::::::::::::g     |     |        |
+    //  baseline ---*---------|---- gggggggg::::::g-----*--------      |
+    //            / |         |             g:::::g     |              |
+    //     origin   |         | gggggg      g:::::g     |              |
+    //              |         | g:::::gg   gg:::::g     |              |
+    //              |         |  g::::::ggg:::::::g     |              |
+    //              |         |   gg:::::::::::::g      |              |
+    //              |         |     ggg::::::ggg        |              |
+    //              |         |         gggggg          |              v
+    //              |         +-------------------------+----------------- ymin
+    //              |                                   |
+    //              |------------- advanceX ----------->|
+
+    /// A structure that describe a glyph.
+    struct GlyphInfo 
+    {
+        float Width;		// Glyph's width in pixels.
+        float Height;		// Glyph's height in pixels.
+        float OffsetX;		// The distance from the origin ("pen position") to the left of the glyph.
+        float OffsetY;		// The distance from the origin to the top of the glyph. This is usually a value < 0.
+        float AdvanceX;		// The distance from the origin to the origin of the next glyph. This is usually a value > 0.
+    };
+
+    // Font parameters and metrics.
+    struct FontInfo 
+    {
+        uint32_t    PixelHeight;        // Size this font was generated with.
+        float       Ascender;           // The pixel extents above the baseline in pixels (typically positive).
+        float       Descender;          // The extents below the baseline in pixels (typically negative).
+        float       LineSpacing;        // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate.
+        float       LineGap;            // The spacing in pixels between one row's descent and the next row's ascent.
+        float       MaxAdvanceWidth;    // This field gives the maximum horizontal cursor advance for all glyphs in the font.
+    };
+
+    // FreeType glyph rasterizer.
+    // NB: No ctor/dtor, explicitly call Init()/Shutdown()
+    struct FreeTypeFont
+    {
+        bool        Init(const ImFontConfig& cfg, unsigned int extra_user_flags);   // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
+        void        Shutdown();
+        void        SetPixelHeight(int pixel_height);                               // Change font pixel size. All following calls to RasterizeGlyph() will use this size
+
+        bool        CalcGlyphInfo(uint32_t codepoint, GlyphInfo& glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap);
+        void        BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL);
+
+        // [Internals]
+        FontInfo        Info;               // Font descriptor of the current font.
+        unsigned int    UserFlags;          // = ImFontConfig::RasterizerFlags
+        FT_Library      FreetypeLibrary;
+        FT_Face         FreetypeFace;
+        FT_Int32        FreetypeLoadFlags;
+    };
+
+    // From SDL_ttf: Handy routines for converting from fixed point
+    #define FT_CEIL(X)  (((X + 63) & -64) / 64)
+
+    bool FreeTypeFont::Init(const ImFontConfig& cfg, unsigned int extra_user_flags)
+    {
+        // FIXME: substitute allocator
+        FT_Error error = FT_Init_FreeType(&FreetypeLibrary);
+        if (error != 0)
+            return false;
+        error = FT_New_Memory_Face(FreetypeLibrary, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &FreetypeFace);
+        if (error != 0)
+            return false;
+        error = FT_Select_Charmap(FreetypeFace, FT_ENCODING_UNICODE);
+        if (error != 0)
+            return false;
+
+        memset(&Info, 0, sizeof(Info));
+        SetPixelHeight((uint32_t)cfg.SizePixels);
+
+        // Convert to freetype flags (nb: Bold and Oblique are processed separately)
+        UserFlags = cfg.RasterizerFlags | extra_user_flags;
+        FreetypeLoadFlags = FT_LOAD_NO_BITMAP;
+        if (UserFlags & ImGuiFreeType::NoHinting)      FreetypeLoadFlags |= FT_LOAD_NO_HINTING;
+        if (UserFlags & ImGuiFreeType::NoAutoHint)     FreetypeLoadFlags |= FT_LOAD_NO_AUTOHINT;
+        if (UserFlags & ImGuiFreeType::ForceAutoHint)  FreetypeLoadFlags |= FT_LOAD_FORCE_AUTOHINT;
+        if (UserFlags & ImGuiFreeType::LightHinting)   
+            FreetypeLoadFlags |= FT_LOAD_TARGET_LIGHT;
+        else if (UserFlags & ImGuiFreeType::MonoHinting)   
+            FreetypeLoadFlags |= FT_LOAD_TARGET_MONO;
+        else                                                
+            FreetypeLoadFlags |= FT_LOAD_TARGET_NORMAL;
+
+        return true;
+    }
+
+    void FreeTypeFont::Shutdown()
+    {
+        if (FreetypeFace) 
+        {
+            FT_Done_Face(FreetypeFace);
+            FreetypeFace = NULL;
+            FT_Done_FreeType(FreetypeLibrary);
+            FreetypeLibrary = NULL;
+        }
+    }
+
+    void FreeTypeFont::SetPixelHeight(int pixel_height) 
+    {
+        // I'm not sure how to deal with font sizes properly.
+        // As far as I understand, currently ImGui assumes that the 'pixel_height' is a maximum height of an any given glyph,
+        // i.e. it's the sum of font's ascender and descender. Seems strange to me.
+        FT_Size_RequestRec req;
+        req.type = FT_SIZE_REQUEST_TYPE_REAL_DIM;
+        req.width = 0;
+        req.height = (uint32_t)pixel_height * 64;
+        req.horiResolution = 0;
+        req.vertResolution = 0;
+        FT_Request_Size(FreetypeFace, &req);
+
+        // update font info
+        FT_Size_Metrics metrics = FreetypeFace->size->metrics;
+        Info.PixelHeight = (uint32_t)pixel_height;
+        Info.Ascender = (float)FT_CEIL(metrics.ascender);
+        Info.Descender = (float)FT_CEIL(metrics.descender);
+        Info.LineSpacing = (float)FT_CEIL(metrics.height);
+        Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender);
+        Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance);
+    }
+
+    bool FreeTypeFont::CalcGlyphInfo(uint32_t codepoint, GlyphInfo &glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap)
+    {
+        uint32_t glyph_index = FT_Get_Char_Index(FreetypeFace, codepoint);
+        FT_Error error = FT_Load_Glyph(FreetypeFace, glyph_index, FreetypeLoadFlags);
+        if (error)
+            return false;
+
+        // Need an outline for this to work
+        FT_GlyphSlot slot = FreetypeFace->glyph;
+        IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE);
+
+        if (UserFlags & ImGuiFreeType::Bold)
+            FT_GlyphSlot_Embolden(slot);
+        if (UserFlags & ImGuiFreeType::Oblique)
+            FT_GlyphSlot_Oblique(slot);
+
+        // Retrieve the glyph
+        error = FT_Get_Glyph(slot, &ft_glyph);
+        if (error != 0)
+            return false;
+
+        // Rasterize
+        error = FT_Glyph_To_Bitmap(&ft_glyph, FT_RENDER_MODE_NORMAL, NULL, true);
+        if (error != 0)
+            return false;
+
+        ft_bitmap = (FT_BitmapGlyph)ft_glyph;
+        glyph_info.AdvanceX = (float)FT_CEIL(slot->advance.x);
+        glyph_info.OffsetX = (float)ft_bitmap->left;
+        glyph_info.OffsetY = -(float)ft_bitmap->top;
+        glyph_info.Width = (float)ft_bitmap->bitmap.width;
+        glyph_info.Height = (float)ft_bitmap->bitmap.rows;
+
+        return true;
+    }
+
+    void FreeTypeFont::BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)
+    {
+        IM_ASSERT(ft_bitmap != NULL);
+
+        const uint32_t w = ft_bitmap->bitmap.width;
+        const uint32_t h = ft_bitmap->bitmap.rows;
+        const uint8_t* src = ft_bitmap->bitmap.buffer;
+        const uint32_t src_pitch = ft_bitmap->bitmap.pitch;
+
+        if (multiply_table == NULL)
+        {
+            for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
+                memcpy(dst, src, w);
+        }
+        else
+        {
+            for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
+                for (uint32_t x = 0; x < w; x++)
+                    dst[x] = multiply_table[src[x]];
+        }
+    }
+}
+
+#define STBRP_ASSERT(x)    IM_ASSERT(x)
+#define STBRP_STATIC
+#define STB_RECT_PACK_IMPLEMENTATION
+#include "stb_rect_pack.h"
+
+bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
+{
+    IM_ASSERT(atlas->ConfigData.Size > 0);
+    IM_ASSERT(atlas->TexGlyphPadding == 1); // Not supported
+
+    ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
+
+    atlas->TexID = NULL;
+    atlas->TexWidth = atlas->TexHeight = 0;
+    atlas->TexUvScale = ImVec2(0.0f, 0.0f);
+    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
+    atlas->ClearTexData();
+
+    ImVector<FreeTypeFont> fonts;
+    fonts.resize(atlas->ConfigData.Size);
+
+    ImVec2 max_glyph_size(1.0f, 1.0f);
+
+    // Count glyphs/ranges, initialize font
+    int total_glyphs_count = 0;
+    int total_ranges_count = 0;
+    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) 
+    {
+        ImFontConfig& cfg = atlas->ConfigData[input_i];
+        FreeTypeFont& font_face = fonts[input_i];
+        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
+
+        if (!font_face.Init(cfg, extra_flags))
+            return false;
+
+        max_glyph_size.x = ImMax(max_glyph_size.x, font_face.Info.MaxAdvanceWidth);
+        max_glyph_size.y = ImMax(max_glyph_size.y, font_face.Info.Ascender - font_face.Info.Descender);
+
+        if (!cfg.GlyphRanges)
+            cfg.GlyphRanges = atlas->GetGlyphRangesDefault();
+        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[ 1 ]; in_range += 2, total_ranges_count++) 
+            total_glyphs_count += (in_range[1] - in_range[0]) + 1;
+    }
+
+    // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
+    // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
+    atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
+
+    // We don't do the original first pass to determine texture height, but just rough estimate.
+    // Looks ugly inaccurate and excessive, but AFAIK with FreeType we actually need to render glyphs to get exact sizes.
+    // Alternatively, we could just render all glyphs into a big shadow buffer, get their sizes, do the rectangle packing and just copy back from the 
+    // shadow buffer to the texture buffer. Will give us an accurate texture height, but eat a lot of temp memory. Probably no one will notice.)
+    const int total_rects = total_glyphs_count + atlas->CustomRects.size();
+    float min_rects_per_row = ceilf((atlas->TexWidth / (max_glyph_size.x + 1.0f)));
+    float min_rects_per_column = ceilf(total_rects / min_rects_per_row);
+    atlas->TexHeight = (int)(min_rects_per_column * (max_glyph_size.y + 1.0f));
+
+    // Create texture
+    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
+    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
+    atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
+    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
+
+    // Start packing
+    ImVector<stbrp_node> pack_nodes;
+    pack_nodes.resize(total_rects);
+    stbrp_context context;
+    stbrp_init_target(&context, atlas->TexWidth, atlas->TexHeight, pack_nodes.Data, total_rects);
+
+    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+    ImFontAtlasBuildPackCustomRects(atlas, &context);
+
+    // Render characters, setup ImFont and glyphs for runtime
+    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = atlas->ConfigData[input_i];
+        FreeTypeFont& font_face = fonts[input_i];
+        ImFont* dst_font = cfg.DstFont;
+        if (cfg.MergeMode)
+            dst_font->BuildLookupTable();
+
+        const float ascent = font_face.Info.Ascender;
+        const float descent = font_face.Info.Descender;
+        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
+        const float off_x = cfg.GlyphOffset.x;
+        const float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
+
+        bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
+        unsigned char multiply_table[256];
+        if (multiply_enabled)
+            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
+
+        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2) 
+        {
+            for (uint32_t codepoint = in_range[0]; codepoint <= in_range[1]; ++codepoint) 
+            {
+                if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint))
+                    continue;
+
+                FT_Glyph ft_glyph = NULL;
+                FT_BitmapGlyph ft_glyph_bitmap = NULL; // NB: will point to bitmap within FT_Glyph
+                GlyphInfo glyph_info;
+                if (!font_face.CalcGlyphInfo(codepoint, glyph_info, ft_glyph, ft_glyph_bitmap))
+                    continue;
+
+                // Pack rectangle
+                stbrp_rect rect;
+                rect.w = (uint16_t)glyph_info.Width + 1; // Account for texture filtering
+                rect.h = (uint16_t)glyph_info.Height + 1;
+                stbrp_pack_rects(&context, &rect, 1);
+
+                // Copy rasterized pixels to main texture
+                uint8_t* blit_dst = atlas->TexPixelsAlpha8 + rect.y * atlas->TexWidth + rect.x;
+                font_face.BlitGlyph(ft_glyph_bitmap, blit_dst, atlas->TexWidth, multiply_enabled ? multiply_table : NULL);
+                FT_Done_Glyph(ft_glyph);
+
+                // Register glyph
+                dst_font->AddGlyph((ImWchar)codepoint, 
+                    glyph_info.OffsetX + off_x, 
+                    glyph_info.OffsetY + off_y, 
+                    glyph_info.OffsetX + off_x + glyph_info.Width, 
+                    glyph_info.OffsetY + off_y + glyph_info.Height,
+                    rect.x / (float)atlas->TexWidth, 
+                    rect.y / (float)atlas->TexHeight, 
+                    (rect.x + glyph_info.Width) / (float)atlas->TexWidth, 
+                    (rect.y + glyph_info.Height) / (float)atlas->TexHeight,
+                    glyph_info.AdvanceX);
+            }
+        }
+    }
+
+    // Cleanup
+    for (int n = 0; n < fonts.Size; n++)
+        fonts[n].Shutdown();
+
+    ImFontAtlasBuildFinish(atlas);
+
+    return true;
+}
diff --git a/source/imgui/misc/freetype/imgui_freetype.h b/source/imgui/misc/freetype/imgui_freetype.h
new file mode 100644
index 0000000000000000000000000000000000000000..b8062bf715b2be2ac138fbddf55fe77b1783013b
--- /dev/null
+++ b/source/imgui/misc/freetype/imgui_freetype.h
@@ -0,0 +1,31 @@
+// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui
+// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
+// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut
+
+#pragma once
+
+#include "imgui.h"      // IMGUI_API, ImFontAtlas
+
+namespace ImGuiFreeType
+{
+    // Hinting greatly impacts visuals (and glyph sizes).
+    // When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output.
+    // The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
+    // The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
+    
+    // You can set those flags on a per font basis in ImFontConfig::RasterizerFlags.
+    // Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts.
+    enum RasterizerFlags 
+    {
+        // By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
+        NoHinting       = 1 << 0,   // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
+        NoAutoHint      = 1 << 1,   // Disable auto-hinter.
+        ForceAutoHint   = 1 << 2,   // Indicates that the auto-hinter is preferred over the font's native hinter.
+        LightHinting    = 1 << 3,   // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text.
+        MonoHinting     = 1 << 4,   // Strong hinting algorithm that should only be used for monochrome output.
+        Bold            = 1 << 5,   // Styling: Should we artificially embolden the font?
+        Oblique         = 1 << 6    // Styling: Should we slant the font, emulating italic style?
+    };
+
+    IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
+}
diff --git a/source/imgui/misc/natvis/README.txt b/source/imgui/misc/natvis/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..821014e2fc1b5c95fc581bc5782ace91cc892b5a
--- /dev/null
+++ b/source/imgui/misc/natvis/README.txt
@@ -0,0 +1,3 @@
+
+Natvis file to describe types in Visual Studio debugger. 
+You can include this in a project file, or install in Visual Studio folder.
diff --git a/source/imgui/misc/natvis/imgui.natvis b/source/imgui/misc/natvis/imgui.natvis
new file mode 100644
index 0000000000000000000000000000000000000000..48b20426e3853a6c022009b34ea3ad9e01a20630
--- /dev/null
+++ b/source/imgui/misc/natvis/imgui.natvis
@@ -0,0 +1,39 @@
+<?xml version="1.0" encoding="utf-8"?>
+
+<!-- natvis file for Visual Studio debugger (you can include this in a project file, or install in visual studio folder) -->
+
+<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
+
+<Type Name="ImVector&lt;*&gt;">
+  <DisplayString>{{Size={Size} Capacity={Capacity}}}</DisplayString>
+  <Expand>
+    <ArrayItems>
+      <Size>Size</Size>
+      <ValuePointer>Data</ValuePointer>
+    </ArrayItems>
+  </Expand>
+</Type>
+
+<Type Name="ImVec2">
+  <DisplayString>{{x={x,g} y={y,g}}}</DisplayString>
+</Type>
+
+<Type Name="ImVec4">
+  <DisplayString>{{x={x,g} y={y,g} z={z,g} w={w,g}}}</DisplayString>
+</Type>
+
+<Type Name="ImRect">
+  <DisplayString>{{Min=({Min.x,g} {Min.y,g}) Max=({Max.x,g} {Max.y,g}) Size=({Max.x-Min.x,g} {Max.y-Min.y,g})}}</DisplayString>
+  <Expand>
+    <Item Name="Min">Min</Item>
+    <Item Name="Max">Max</Item>
+    <Item Name="[Width]">Max.x - Min.x</Item>
+    <Item Name="[Height]">Max.y - Min.y</Item>
+  </Expand>
+</Type>
+
+<Type Name="ImGuiWindow">
+  <DisplayString>{{Name={Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d}}</DisplayString>
+</Type>
+  
+</AutoVisualizer>
\ No newline at end of file
diff --git a/source/imgui/stb_rect_pack.h b/source/imgui/stb_rect_pack.h
new file mode 100644
index 0000000000000000000000000000000000000000..2b07dcc82c8cc558dec3510fcd77b5fb8e937d80
--- /dev/null
+++ b/source/imgui/stb_rect_pack.h
@@ -0,0 +1,623 @@
+// stb_rect_pack.h - v0.11 - public domain - rectangle packing
+// Sean Barrett 2014
+//
+// Useful for e.g. packing rectangular textures into an atlas.
+// Does not do rotation.
+//
+// Not necessarily the awesomest packing method, but better than
+// the totally naive one in stb_truetype (which is primarily what
+// this is meant to replace).
+//
+// Has only had a few tests run, may have issues.
+//
+// More docs to come.
+//
+// No memory allocations; uses qsort() and assert() from stdlib.
+// Can override those by defining STBRP_SORT and STBRP_ASSERT.
+//
+// This library currently uses the Skyline Bottom-Left algorithm.
+//
+// Please note: better rectangle packers are welcome! Please
+// implement them to the same API, but with a different init
+// function.
+//
+// Credits
+//
+//  Library
+//    Sean Barrett
+//  Minor features
+//    Martins Mozeiko
+//    github:IntellectualKitty
+//    
+//  Bugfixes / warning fixes
+//    Jeremy Jaussaud
+//
+// Version history:
+//
+//     0.11  (2017-03-03)  return packing success/fail result
+//     0.10  (2016-10-25)  remove cast-away-const to avoid warnings
+//     0.09  (2016-08-27)  fix compiler warnings
+//     0.08  (2015-09-13)  really fix bug with empty rects (w=0 or h=0)
+//     0.07  (2015-09-13)  fix bug with empty rects (w=0 or h=0)
+//     0.06  (2015-04-15)  added STBRP_SORT to allow replacing qsort
+//     0.05:  added STBRP_ASSERT to allow replacing assert
+//     0.04:  fixed minor bug in STBRP_LARGE_RECTS support
+//     0.01:  initial release
+//
+// LICENSE
+//
+//   See end of file for license information.
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//       INCLUDE SECTION
+//
+
+#ifndef STB_INCLUDE_STB_RECT_PACK_H
+#define STB_INCLUDE_STB_RECT_PACK_H
+
+#define STB_RECT_PACK_VERSION  1
+
+#ifdef STBRP_STATIC
+#define STBRP_DEF static
+#else
+#define STBRP_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct stbrp_context stbrp_context;
+typedef struct stbrp_node    stbrp_node;
+typedef struct stbrp_rect    stbrp_rect;
+
+#ifdef STBRP_LARGE_RECTS
+typedef int            stbrp_coord;
+#else
+typedef unsigned short stbrp_coord;
+#endif
+
+STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
+// Assign packed locations to rectangles. The rectangles are of type
+// 'stbrp_rect' defined below, stored in the array 'rects', and there
+// are 'num_rects' many of them.
+//
+// Rectangles which are successfully packed have the 'was_packed' flag
+// set to a non-zero value and 'x' and 'y' store the minimum location
+// on each axis (i.e. bottom-left in cartesian coordinates, top-left
+// if you imagine y increasing downwards). Rectangles which do not fit
+// have the 'was_packed' flag set to 0.
+//
+// You should not try to access the 'rects' array from another thread
+// while this function is running, as the function temporarily reorders
+// the array while it executes.
+//
+// To pack into another rectangle, you need to call stbrp_init_target
+// again. To continue packing into the same rectangle, you can call
+// this function again. Calling this multiple times with multiple rect
+// arrays will probably produce worse packing results than calling it
+// a single time with the full rectangle array, but the option is
+// available.
+//
+// The function returns 1 if all of the rectangles were successfully
+// packed and 0 otherwise.
+
+struct stbrp_rect
+{
+   // reserved for your use:
+   int            id;
+
+   // input:
+   stbrp_coord    w, h;
+
+   // output:
+   stbrp_coord    x, y;
+   int            was_packed;  // non-zero if valid packing
+
+}; // 16 bytes, nominally
+
+
+STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
+// Initialize a rectangle packer to:
+//    pack a rectangle that is 'width' by 'height' in dimensions
+//    using temporary storage provided by the array 'nodes', which is 'num_nodes' long
+//
+// You must call this function every time you start packing into a new target.
+//
+// There is no "shutdown" function. The 'nodes' memory must stay valid for
+// the following stbrp_pack_rects() call (or calls), but can be freed after
+// the call (or calls) finish.
+//
+// Note: to guarantee best results, either:
+//       1. make sure 'num_nodes' >= 'width'
+//   or  2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
+//
+// If you don't do either of the above things, widths will be quantized to multiples
+// of small integers to guarantee the algorithm doesn't run out of temporary storage.
+//
+// If you do #2, then the non-quantized algorithm will be used, but the algorithm
+// may run out of temporary storage and be unable to pack some rectangles.
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
+// Optionally call this function after init but before doing any packing to
+// change the handling of the out-of-temp-memory scenario, described above.
+// If you call init again, this will be reset to the default (false).
+
+
+STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
+// Optionally select which packing heuristic the library should use. Different
+// heuristics will produce better/worse results for different data sets.
+// If you call init again, this will be reset to the default.
+
+enum
+{
+   STBRP_HEURISTIC_Skyline_default=0,
+   STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
+   STBRP_HEURISTIC_Skyline_BF_sortHeight
+};
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// the details of the following structures don't matter to you, but they must
+// be visible so you can handle the memory allocations for them
+
+struct stbrp_node
+{
+   stbrp_coord  x,y;
+   stbrp_node  *next;
+};
+
+struct stbrp_context
+{
+   int width;
+   int height;
+   int align;
+   int init_mode;
+   int heuristic;
+   int num_nodes;
+   stbrp_node *active_head;
+   stbrp_node *free_head;
+   stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//     IMPLEMENTATION SECTION
+//
+
+#ifdef STB_RECT_PACK_IMPLEMENTATION
+#ifndef STBRP_SORT
+#include <stdlib.h>
+#define STBRP_SORT qsort
+#endif
+
+#ifndef STBRP_ASSERT
+#include <assert.h>
+#define STBRP_ASSERT assert
+#endif
+
+#ifdef _MSC_VER
+#define STBRP__NOTUSED(v)  (void)(v)
+#define STBRP__CDECL __cdecl
+#else
+#define STBRP__NOTUSED(v)  (void)sizeof(v)
+#define STBRP__CDECL
+#endif
+
+enum
+{
+   STBRP__INIT_skyline = 1
+};
+
+STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
+{
+   switch (context->init_mode) {
+      case STBRP__INIT_skyline:
+         STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
+         context->heuristic = heuristic;
+         break;
+      default:
+         STBRP_ASSERT(0);
+   }
+}
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
+{
+   if (allow_out_of_mem)
+      // if it's ok to run out of memory, then don't bother aligning them;
+      // this gives better packing, but may fail due to OOM (even though
+      // the rectangles easily fit). @TODO a smarter approach would be to only
+      // quantize once we've hit OOM, then we could get rid of this parameter.
+      context->align = 1;
+   else {
+      // if it's not ok to run out of memory, then quantize the widths
+      // so that num_nodes is always enough nodes.
+      //
+      // I.e. num_nodes * align >= width
+      //                  align >= width / num_nodes
+      //                  align = ceil(width/num_nodes)
+
+      context->align = (context->width + context->num_nodes-1) / context->num_nodes;
+   }
+}
+
+STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
+{
+   int i;
+#ifndef STBRP_LARGE_RECTS
+   STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
+#endif
+
+   for (i=0; i < num_nodes-1; ++i)
+      nodes[i].next = &nodes[i+1];
+   nodes[i].next = NULL;
+   context->init_mode = STBRP__INIT_skyline;
+   context->heuristic = STBRP_HEURISTIC_Skyline_default;
+   context->free_head = &nodes[0];
+   context->active_head = &context->extra[0];
+   context->width = width;
+   context->height = height;
+   context->num_nodes = num_nodes;
+   stbrp_setup_allow_out_of_mem(context, 0);
+
+   // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
+   context->extra[0].x = 0;
+   context->extra[0].y = 0;
+   context->extra[0].next = &context->extra[1];
+   context->extra[1].x = (stbrp_coord) width;
+#ifdef STBRP_LARGE_RECTS
+   context->extra[1].y = (1<<30);
+#else
+   context->extra[1].y = 65535;
+#endif
+   context->extra[1].next = NULL;
+}
+
+// find minimum y position if it starts at x1
+static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
+{
+   stbrp_node *node = first;
+   int x1 = x0 + width;
+   int min_y, visited_width, waste_area;
+
+   STBRP__NOTUSED(c);
+
+   STBRP_ASSERT(first->x <= x0);
+
+   #if 0
+   // skip in case we're past the node
+   while (node->next->x <= x0)
+      ++node;
+   #else
+   STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
+   #endif
+
+   STBRP_ASSERT(node->x <= x0);
+
+   min_y = 0;
+   waste_area = 0;
+   visited_width = 0;
+   while (node->x < x1) {
+      if (node->y > min_y) {
+         // raise min_y higher.
+         // we've accounted for all waste up to min_y,
+         // but we'll now add more waste for everything we've visted
+         waste_area += visited_width * (node->y - min_y);
+         min_y = node->y;
+         // the first time through, visited_width might be reduced
+         if (node->x < x0)
+            visited_width += node->next->x - x0;
+         else
+            visited_width += node->next->x - node->x;
+      } else {
+         // add waste area
+         int under_width = node->next->x - node->x;
+         if (under_width + visited_width > width)
+            under_width = width - visited_width;
+         waste_area += under_width * (min_y - node->y);
+         visited_width += under_width;
+      }
+      node = node->next;
+   }
+
+   *pwaste = waste_area;
+   return min_y;
+}
+
+typedef struct
+{
+   int x,y;
+   stbrp_node **prev_link;
+} stbrp__findresult;
+
+static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
+{
+   int best_waste = (1<<30), best_x, best_y = (1 << 30);
+   stbrp__findresult fr;
+   stbrp_node **prev, *node, *tail, **best = NULL;
+
+   // align to multiple of c->align
+   width = (width + c->align - 1);
+   width -= width % c->align;
+   STBRP_ASSERT(width % c->align == 0);
+
+   node = c->active_head;
+   prev = &c->active_head;
+   while (node->x + width <= c->width) {
+      int y,waste;
+      y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
+      if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
+         // bottom left
+         if (y < best_y) {
+            best_y = y;
+            best = prev;
+         }
+      } else {
+         // best-fit
+         if (y + height <= c->height) {
+            // can only use it if it first vertically
+            if (y < best_y || (y == best_y && waste < best_waste)) {
+               best_y = y;
+               best_waste = waste;
+               best = prev;
+            }
+         }
+      }
+      prev = &node->next;
+      node = node->next;
+   }
+
+   best_x = (best == NULL) ? 0 : (*best)->x;
+
+   // if doing best-fit (BF), we also have to try aligning right edge to each node position
+   //
+   // e.g, if fitting
+   //
+   //     ____________________
+   //    |____________________|
+   //
+   //            into
+   //
+   //   |                         |
+   //   |             ____________|
+   //   |____________|
+   //
+   // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
+   //
+   // This makes BF take about 2x the time
+
+   if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
+      tail = c->active_head;
+      node = c->active_head;
+      prev = &c->active_head;
+      // find first node that's admissible
+      while (tail->x < width)
+         tail = tail->next;
+      while (tail) {
+         int xpos = tail->x - width;
+         int y,waste;
+         STBRP_ASSERT(xpos >= 0);
+         // find the left position that matches this
+         while (node->next->x <= xpos) {
+            prev = &node->next;
+            node = node->next;
+         }
+         STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
+         y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
+         if (y + height < c->height) {
+            if (y <= best_y) {
+               if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
+                  best_x = xpos;
+                  STBRP_ASSERT(y <= best_y);
+                  best_y = y;
+                  best_waste = waste;
+                  best = prev;
+               }
+            }
+         }
+         tail = tail->next;
+      }         
+   }
+
+   fr.prev_link = best;
+   fr.x = best_x;
+   fr.y = best_y;
+   return fr;
+}
+
+static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
+{
+   // find best position according to heuristic
+   stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
+   stbrp_node *node, *cur;
+
+   // bail if:
+   //    1. it failed
+   //    2. the best node doesn't fit (we don't always check this)
+   //    3. we're out of memory
+   if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
+      res.prev_link = NULL;
+      return res;
+   }
+
+   // on success, create new node
+   node = context->free_head;
+   node->x = (stbrp_coord) res.x;
+   node->y = (stbrp_coord) (res.y + height);
+
+   context->free_head = node->next;
+
+   // insert the new node into the right starting point, and
+   // let 'cur' point to the remaining nodes needing to be
+   // stiched back in
+
+   cur = *res.prev_link;
+   if (cur->x < res.x) {
+      // preserve the existing one, so start testing with the next one
+      stbrp_node *next = cur->next;
+      cur->next = node;
+      cur = next;
+   } else {
+      *res.prev_link = node;
+   }
+
+   // from here, traverse cur and free the nodes, until we get to one
+   // that shouldn't be freed
+   while (cur->next && cur->next->x <= res.x + width) {
+      stbrp_node *next = cur->next;
+      // move the current node to the free list
+      cur->next = context->free_head;
+      context->free_head = cur;
+      cur = next;
+   }
+
+   // stitch the list back in
+   node->next = cur;
+
+   if (cur->x < res.x + width)
+      cur->x = (stbrp_coord) (res.x + width);
+
+#ifdef _DEBUG
+   cur = context->active_head;
+   while (cur->x < context->width) {
+      STBRP_ASSERT(cur->x < cur->next->x);
+      cur = cur->next;
+   }
+   STBRP_ASSERT(cur->next == NULL);
+
+   {
+      int count=0;
+      cur = context->active_head;
+      while (cur) {
+         cur = cur->next;
+         ++count;
+      }
+      cur = context->free_head;
+      while (cur) {
+         cur = cur->next;
+         ++count;
+      }
+      STBRP_ASSERT(count == context->num_nodes+2);
+   }
+#endif
+
+   return res;
+}
+
+static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
+{
+   const stbrp_rect *p = (const stbrp_rect *) a;
+   const stbrp_rect *q = (const stbrp_rect *) b;
+   if (p->h > q->h)
+      return -1;
+   if (p->h < q->h)
+      return  1;
+   return (p->w > q->w) ? -1 : (p->w < q->w);
+}
+
+static int STBRP__CDECL rect_original_order(const void *a, const void *b)
+{
+   const stbrp_rect *p = (const stbrp_rect *) a;
+   const stbrp_rect *q = (const stbrp_rect *) b;
+   return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
+}
+
+#ifdef STBRP_LARGE_RECTS
+#define STBRP__MAXVAL  0xffffffff
+#else
+#define STBRP__MAXVAL  0xffff
+#endif
+
+STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
+{
+   int i, all_rects_packed = 1;
+
+   // we use the 'was_packed' field internally to allow sorting/unsorting
+   for (i=0; i < num_rects; ++i) {
+      rects[i].was_packed = i;
+      #ifndef STBRP_LARGE_RECTS
+      STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
+      #endif
+   }
+
+   // sort according to heuristic
+   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
+
+   for (i=0; i < num_rects; ++i) {
+      if (rects[i].w == 0 || rects[i].h == 0) {
+         rects[i].x = rects[i].y = 0;  // empty rect needs no space
+      } else {
+         stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
+         if (fr.prev_link) {
+            rects[i].x = (stbrp_coord) fr.x;
+            rects[i].y = (stbrp_coord) fr.y;
+         } else {
+            rects[i].x = rects[i].y = STBRP__MAXVAL;
+         }
+      }
+   }
+
+   // unsort
+   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
+
+   // set was_packed flags and all_rects_packed status
+   for (i=0; i < num_rects; ++i) {
+      rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
+      if (!rects[i].was_packed)
+         all_rects_packed = 0;
+   }
+
+   // return the all_rects_packed status
+   return all_rects_packed;
+}
+#endif
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of 
+this software and associated documentation files (the "Software"), to deal in 
+the Software without restriction, including without limitation the rights to 
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies 
+of the Software, and to permit persons to whom the Software is furnished to do 
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all 
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this 
+software, either in source code form or as a compiled binary, for any purpose, 
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this 
+software dedicate any and all copyright interest in the software to the public 
+domain. We make this dedication for the benefit of the public at large and to 
+the detriment of our heirs and successors. We intend this dedication to be an 
+overt act of relinquishment in perpetuity of all present and future rights to 
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN 
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/source/imgui/stb_textedit.h b/source/imgui/stb_textedit.h
new file mode 100644
index 0000000000000000000000000000000000000000..7324fb6b4a45a4f55b5bfca665d191a8f83e8298
--- /dev/null
+++ b/source/imgui/stb_textedit.h
@@ -0,0 +1,1321 @@
+// [ImGui] this is a slightly modified version of stb_truetype.h 1.9. Those changes would need to be pushed into nothings/sb
+// [ImGui] - fixed linestart handler when over last character of multi-line buffer + simplified existing code (#588, #815)
+// [ImGui] - fixed a state corruption/crash bug in stb_text_redo and stb_textedit_discard_redo (#715)
+// [ImGui] - fixed a crash bug in stb_textedit_discard_redo (#681)
+// [ImGui] - fixed some minor warnings
+
+// stb_textedit.h - v1.9  - public domain - Sean Barrett
+// Development of this library was sponsored by RAD Game Tools
+//
+// This C header file implements the guts of a multi-line text-editing
+// widget; you implement display, word-wrapping, and low-level string
+// insertion/deletion, and stb_textedit will map user inputs into
+// insertions & deletions, plus updates to the cursor position,
+// selection state, and undo state.
+//
+// It is intended for use in games and other systems that need to build
+// their own custom widgets and which do not have heavy text-editing
+// requirements (this library is not recommended for use for editing large
+// texts, as its performance does not scale and it has limited undo).
+//
+// Non-trivial behaviors are modelled after Windows text controls.
+// 
+//
+// LICENSE
+//
+//   This software is dual-licensed to the public domain and under the following
+//   license: you are granted a perpetual, irrevocable license to copy, modify,
+//   publish, and distribute this file as you see fit.
+//
+//
+// DEPENDENCIES
+//
+// Uses the C runtime function 'memmove', which you can override
+// by defining STB_TEXTEDIT_memmove before the implementation.
+// Uses no other functions. Performs no runtime allocations.
+//
+//
+// VERSION HISTORY
+//
+//   1.9  (2016-08-27) customizable move-by-word
+//   1.8  (2016-04-02) better keyboard handling when mouse button is down
+//   1.7  (2015-09-13) change y range handling in case baseline is non-0
+//   1.6  (2015-04-15) allow STB_TEXTEDIT_memmove
+//   1.5  (2014-09-10) add support for secondary keys for OS X
+//   1.4  (2014-08-17) fix signed/unsigned warnings
+//   1.3  (2014-06-19) fix mouse clicking to round to nearest char boundary
+//   1.2  (2014-05-27) fix some RAD types that had crept into the new code
+//   1.1  (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
+//   1.0  (2012-07-26) improve documentation, initial public release
+//   0.3  (2012-02-24) bugfixes, single-line mode; insert mode
+//   0.2  (2011-11-28) fixes to undo/redo
+//   0.1  (2010-07-08) initial version
+//
+// ADDITIONAL CONTRIBUTORS
+//
+//   Ulf Winklemann: move-by-word in 1.1
+//   Fabian Giesen: secondary key inputs in 1.5
+//   Martins Mozeiko: STB_TEXTEDIT_memmove
+//
+//   Bugfixes:
+//      Scott Graham
+//      Daniel Keller
+//      Omar Cornut
+//
+// USAGE
+//
+// This file behaves differently depending on what symbols you define
+// before including it.
+//
+//
+// Header-file mode:
+//
+//   If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,
+//   it will operate in "header file" mode. In this mode, it declares a
+//   single public symbol, STB_TexteditState, which encapsulates the current
+//   state of a text widget (except for the string, which you will store
+//   separately).
+//
+//   To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a
+//   primitive type that defines a single character (e.g. char, wchar_t, etc).
+//
+//   To save space or increase undo-ability, you can optionally define the
+//   following things that are used by the undo system:
+//
+//      STB_TEXTEDIT_POSITIONTYPE         small int type encoding a valid cursor position
+//      STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow
+//      STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer
+//
+//   If you don't define these, they are set to permissive types and
+//   moderate sizes. The undo system does no memory allocations, so
+//   it grows STB_TexteditState by the worst-case storage which is (in bytes):
+//
+//        [4 + sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT
+//      +      sizeof(STB_TEXTEDIT_CHARTYPE)      * STB_TEXTEDIT_UNDOCHAR_COUNT
+//
+//
+// Implementation mode:
+//
+//   If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it
+//   will compile the implementation of the text edit widget, depending
+//   on a large number of symbols which must be defined before the include.
+//
+//   The implementation is defined only as static functions. You will then
+//   need to provide your own APIs in the same file which will access the
+//   static functions.
+//
+//   The basic concept is that you provide a "string" object which
+//   behaves like an array of characters. stb_textedit uses indices to
+//   refer to positions in the string, implicitly representing positions
+//   in the displayed textedit. This is true for both plain text and
+//   rich text; even with rich text stb_truetype interacts with your
+//   code as if there was an array of all the displayed characters.
+//
+// Symbols that must be the same in header-file and implementation mode:
+//
+//     STB_TEXTEDIT_CHARTYPE             the character type
+//     STB_TEXTEDIT_POSITIONTYPE         small type that a valid cursor position
+//     STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow
+//     STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer
+//
+// Symbols you must define for implementation mode:
+//
+//    STB_TEXTEDIT_STRING               the type of object representing a string being edited,
+//                                      typically this is a wrapper object with other data you need
+//
+//    STB_TEXTEDIT_STRINGLEN(obj)       the length of the string (ideally O(1))
+//    STB_TEXTEDIT_LAYOUTROW(&r,obj,n)  returns the results of laying out a line of characters
+//                                        starting from character #n (see discussion below)
+//    STB_TEXTEDIT_GETWIDTH(obj,n,i)    returns the pixel delta from the xpos of the i'th character
+//                                        to the xpos of the i+1'th char for a line of characters
+//                                        starting at character #n (i.e. accounts for kerning
+//                                        with previous char)
+//    STB_TEXTEDIT_KEYTOTEXT(k)         maps a keyboard input to an insertable character
+//                                        (return type is int, -1 means not valid to insert)
+//    STB_TEXTEDIT_GETCHAR(obj,i)       returns the i'th character of obj, 0-based
+//    STB_TEXTEDIT_NEWLINE              the character returned by _GETCHAR() we recognize
+//                                        as manually wordwrapping for end-of-line positioning
+//
+//    STB_TEXTEDIT_DELETECHARS(obj,i,n)      delete n characters starting at i
+//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
+//
+//    STB_TEXTEDIT_K_SHIFT       a power of two that is or'd in to a keyboard input to represent the shift key
+//
+//    STB_TEXTEDIT_K_LEFT        keyboard input to move cursor left
+//    STB_TEXTEDIT_K_RIGHT       keyboard input to move cursor right
+//    STB_TEXTEDIT_K_UP          keyboard input to move cursor up
+//    STB_TEXTEDIT_K_DOWN        keyboard input to move cursor down
+//    STB_TEXTEDIT_K_LINESTART   keyboard input to move cursor to start of line  // e.g. HOME
+//    STB_TEXTEDIT_K_LINEEND     keyboard input to move cursor to end of line    // e.g. END
+//    STB_TEXTEDIT_K_TEXTSTART   keyboard input to move cursor to start of text  // e.g. ctrl-HOME
+//    STB_TEXTEDIT_K_TEXTEND     keyboard input to move cursor to end of text    // e.g. ctrl-END
+//    STB_TEXTEDIT_K_DELETE      keyboard input to delete selection or character under cursor
+//    STB_TEXTEDIT_K_BACKSPACE   keyboard input to delete selection or character left of cursor
+//    STB_TEXTEDIT_K_UNDO        keyboard input to perform undo
+//    STB_TEXTEDIT_K_REDO        keyboard input to perform redo
+//
+// Optional:
+//    STB_TEXTEDIT_K_INSERT              keyboard input to toggle insert mode
+//    STB_TEXTEDIT_IS_SPACE(ch)          true if character is whitespace (e.g. 'isspace'),
+//                                          required for default WORDLEFT/WORDRIGHT handlers
+//    STB_TEXTEDIT_MOVEWORDLEFT(obj,i)   custom handler for WORDLEFT, returns index to move cursor to
+//    STB_TEXTEDIT_MOVEWORDRIGHT(obj,i)  custom handler for WORDRIGHT, returns index to move cursor to
+//    STB_TEXTEDIT_K_WORDLEFT            keyboard input to move cursor left one word // e.g. ctrl-LEFT
+//    STB_TEXTEDIT_K_WORDRIGHT           keyboard input to move cursor right one word // e.g. ctrl-RIGHT
+//    STB_TEXTEDIT_K_LINESTART2          secondary keyboard input to move cursor to start of line
+//    STB_TEXTEDIT_K_LINEEND2            secondary keyboard input to move cursor to end of line
+//    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text
+//    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text
+//
+// Todo:
+//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page
+//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page
+//
+// Keyboard input must be encoded as a single integer value; e.g. a character code
+// and some bitflags that represent shift states. to simplify the interface, SHIFT must
+// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
+// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
+//
+// You can encode other things, such as CONTROL or ALT, in additional bits, and
+// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
+// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN
+// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,
+// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the
+// API below. The control keys will only match WM_KEYDOWN events because of the
+// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN
+// bit so it only decodes WM_CHAR events.
+//
+// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
+// row of characters assuming they start on the i'th character--the width and
+// the height and the number of characters consumed. This allows this library
+// to traverse the entire layout incrementally. You need to compute word-wrapping
+// here.
+//
+// Each textfield keeps its own insert mode state, which is not how normal
+// applications work. To keep an app-wide insert mode, update/copy the
+// "insert_mode" field of STB_TexteditState before/after calling API functions.
+//
+// API
+//
+//    void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+//
+//    void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+//    void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+//    int  stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+//    int  stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
+//    void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)
+//
+//    Each of these functions potentially updates the string and updates the
+//    state.
+//
+//      initialize_state:
+//          set the textedit state to a known good default state when initially
+//          constructing the textedit.
+//
+//      click:
+//          call this with the mouse x,y on a mouse down; it will update the cursor
+//          and reset the selection start/end to the cursor point. the x,y must
+//          be relative to the text widget, with (0,0) being the top left.
+//     
+//      drag:
+//          call this with the mouse x,y on a mouse drag/up; it will update the
+//          cursor and the selection end point
+//     
+//      cut:
+//          call this to delete the current selection; returns true if there was
+//          one. you should FIRST copy the current selection to the system paste buffer.
+//          (To copy, just copy the current selection out of the string yourself.)
+//     
+//      paste:
+//          call this to paste text at the current cursor point or over the current
+//          selection if there is one.
+//     
+//      key:
+//          call this for keyboard inputs sent to the textfield. you can use it
+//          for "key down" events or for "translated" key events. if you need to
+//          do both (as in Win32), or distinguish Unicode characters from control
+//          inputs, set a high bit to distinguish the two; then you can define the
+//          various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
+//          set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
+//          clear.
+//     
+//   When rendering, you can read the cursor position and selection state from
+//   the STB_TexteditState.
+//
+//
+// Notes:
+//
+// This is designed to be usable in IMGUI, so it allows for the possibility of
+// running in an IMGUI that has NOT cached the multi-line layout. For this
+// reason, it provides an interface that is compatible with computing the
+// layout incrementally--we try to make sure we make as few passes through
+// as possible. (For example, to locate the mouse pointer in the text, we
+// could define functions that return the X and Y positions of characters
+// and binary search Y and then X, but if we're doing dynamic layout this
+// will run the layout algorithm many times, so instead we manually search
+// forward in one pass. Similar logic applies to e.g. up-arrow and
+// down-arrow movement.)
+//
+// If it's run in a widget that *has* cached the layout, then this is less
+// efficient, but it's not horrible on modern computers. But you wouldn't
+// want to edit million-line files with it.
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+////   Header-file mode
+////
+////
+
+#ifndef INCLUDE_STB_TEXTEDIT_H
+#define INCLUDE_STB_TEXTEDIT_H
+
+////////////////////////////////////////////////////////////////////////
+//
+//     STB_TexteditState
+//
+// Definition of STB_TexteditState which you should store
+// per-textfield; it includes cursor position, selection state,
+// and undo state.
+//
+
+#ifndef STB_TEXTEDIT_UNDOSTATECOUNT
+#define STB_TEXTEDIT_UNDOSTATECOUNT   99
+#endif
+#ifndef STB_TEXTEDIT_UNDOCHARCOUNT
+#define STB_TEXTEDIT_UNDOCHARCOUNT   999
+#endif
+#ifndef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_CHARTYPE        int
+#endif
+#ifndef STB_TEXTEDIT_POSITIONTYPE
+#define STB_TEXTEDIT_POSITIONTYPE    int
+#endif
+
+typedef struct
+{
+   // private data
+   STB_TEXTEDIT_POSITIONTYPE  where;
+   short           insert_length;
+   short           delete_length;
+   short           char_storage;
+} StbUndoRecord;
+
+typedef struct
+{
+   // private data
+   StbUndoRecord          undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];
+   STB_TEXTEDIT_CHARTYPE  undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];
+   short undo_point, redo_point;
+   short undo_char_point, redo_char_point;
+} StbUndoState;
+
+typedef struct
+{
+   /////////////////////
+   //
+   // public data
+   //
+
+   int cursor;
+   // position of the text cursor within the string
+
+   int select_start;          // selection start point
+   int select_end;
+   // selection start and end point in characters; if equal, no selection.
+   // note that start may be less than or greater than end (e.g. when
+   // dragging the mouse, start is where the initial click was, and you
+   // can drag in either direction)
+
+   unsigned char insert_mode;
+   // each textfield keeps its own insert mode state. to keep an app-wide
+   // insert mode, copy this value in/out of the app state
+
+   /////////////////////
+   //
+   // private data
+   //
+   unsigned char cursor_at_end_of_line; // not implemented yet
+   unsigned char initialized;
+   unsigned char has_preferred_x;
+   unsigned char single_line;
+   unsigned char padding1, padding2, padding3;
+   float preferred_x; // this determines where the cursor up/down tries to seek to along x
+   StbUndoState undostate;
+} STB_TexteditState;
+
+
+////////////////////////////////////////////////////////////////////////
+//
+//     StbTexteditRow
+//
+// Result of layout query, used by stb_textedit to determine where
+// the text in each row is.
+
+// result of layout query
+typedef struct
+{
+   float x0,x1;             // starting x location, end x location (allows for align=right, etc)
+   float baseline_y_delta;  // position of baseline relative to previous row's baseline
+   float ymin,ymax;         // height of row above and below baseline
+   int num_chars;
+} StbTexteditRow;
+#endif //INCLUDE_STB_TEXTEDIT_H
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+////   Implementation mode
+////
+////
+
+
+// implementation isn't include-guarded, since it might have indirectly
+// included just the "header" portion
+#ifdef STB_TEXTEDIT_IMPLEMENTATION
+
+#ifndef STB_TEXTEDIT_memmove
+#include <string.h>
+#define STB_TEXTEDIT_memmove memmove
+#endif
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Mouse input handling
+//
+
+// traverse the layout to locate the nearest character to a display position
+static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
+{
+   StbTexteditRow r;
+   int n = STB_TEXTEDIT_STRINGLEN(str);
+   float base_y = 0, prev_x;
+   int i=0, k;
+
+   r.x0 = r.x1 = 0;
+   r.ymin = r.ymax = 0;
+   r.num_chars = 0;
+
+   // search rows to find one that straddles 'y'
+   while (i < n) {
+      STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+      if (r.num_chars <= 0)
+         return n;
+
+      if (i==0 && y < base_y + r.ymin)
+         return 0;
+
+      if (y < base_y + r.ymax)
+         break;
+
+      i += r.num_chars;
+      base_y += r.baseline_y_delta;
+   }
+
+   // below all text, return 'after' last character
+   if (i >= n)
+      return n;
+
+   // check if it's before the beginning of the line
+   if (x < r.x0)
+      return i;
+
+   // check if it's before the end of the line
+   if (x < r.x1) {
+      // search characters in row for one that straddles 'x'
+      prev_x = r.x0;
+      for (k=0; k < r.num_chars; ++k) {
+         float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
+         if (x < prev_x+w) {
+            if (x < prev_x+w/2)
+               return k+i;
+            else
+               return k+i+1;
+         }
+         prev_x += w;
+      }
+      // shouldn't happen, but if it does, fall through to end-of-line case
+   }
+
+   // if the last character is a newline, return that. otherwise return 'after' the last character
+   if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
+      return i+r.num_chars-1;
+   else
+      return i+r.num_chars;
+}
+
+// API click: on mouse down, move the cursor to the clicked location, and reset the selection
+static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+   state->cursor = stb_text_locate_coord(str, x, y);
+   state->select_start = state->cursor;
+   state->select_end = state->cursor;
+   state->has_preferred_x = 0;
+}
+
+// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
+static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+   int p = stb_text_locate_coord(str, x, y);
+   if (state->select_start == state->select_end)
+      state->select_start = state->cursor;
+   state->cursor = state->select_end = p;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Keyboard input handling
+//
+
+// forward declarations
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
+
+typedef struct
+{
+   float x,y;    // position of n'th character
+   float height; // height of line
+   int first_char, length; // first char of row, and length
+   int prev_first;  // first char of previous row
+} StbFindState;
+
+// find the x/y location of a character, and remember info about the previous row in
+// case we get a move-up event (for page up, we'll have to rescan)
+static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)
+{
+   StbTexteditRow r;
+   int prev_start = 0;
+   int z = STB_TEXTEDIT_STRINGLEN(str);
+   int i=0, first;
+
+   if (n == z) {
+      // if it's at the end, then find the last line -- simpler than trying to
+      // explicitly handle this case in the regular code
+      if (single_line) {
+         STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+         find->y = 0;
+         find->first_char = 0;
+         find->length = z;
+         find->height = r.ymax - r.ymin;
+         find->x = r.x1;
+      } else {
+         find->y = 0;
+         find->x = 0;
+         find->height = 1;
+         while (i < z) {
+            STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+            prev_start = i;
+            i += r.num_chars;
+         }
+         find->first_char = i;
+         find->length = 0;
+         find->prev_first = prev_start;
+      }
+      return;
+   }
+
+   // search rows to find the one that straddles character n
+   find->y = 0;
+
+   for(;;) {
+      STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+      if (n < i + r.num_chars)
+         break;
+      prev_start = i;
+      i += r.num_chars;
+      find->y += r.baseline_y_delta;
+   }
+
+   find->first_char = first = i;
+   find->length = r.num_chars;
+   find->height = r.ymax - r.ymin;
+   find->prev_first = prev_start;
+
+   // now scan to find xpos
+   find->x = r.x0;
+   i = 0;
+   for (i=0; first+i < n; ++i)
+      find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
+}
+
+#define STB_TEXT_HAS_SELECTION(s)   ((s)->select_start != (s)->select_end)
+
+// make the selection/cursor state valid if client altered the string
+static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   int n = STB_TEXTEDIT_STRINGLEN(str);
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      if (state->select_start > n) state->select_start = n;
+      if (state->select_end   > n) state->select_end = n;
+      // if clamping forced them to be equal, move the cursor to match
+      if (state->select_start == state->select_end)
+         state->cursor = state->select_start;
+   }
+   if (state->cursor > n) state->cursor = n;
+}
+
+// delete characters while updating undo
+static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
+{
+   stb_text_makeundo_delete(str, state, where, len);
+   STB_TEXTEDIT_DELETECHARS(str, where, len);
+   state->has_preferred_x = 0;
+}
+
+// delete the section
+static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   stb_textedit_clamp(str, state);
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      if (state->select_start < state->select_end) {
+         stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);
+         state->select_end = state->cursor = state->select_start;
+      } else {
+         stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);
+         state->select_start = state->cursor = state->select_end;
+      }
+      state->has_preferred_x = 0;
+   }
+}
+
+// canoncialize the selection so start <= end
+static void stb_textedit_sortselection(STB_TexteditState *state)
+{
+   if (state->select_end < state->select_start) {
+      int temp = state->select_end;
+      state->select_end = state->select_start;
+      state->select_start = temp;
+   }
+}
+
+// move cursor to first character of selection
+static void stb_textedit_move_to_first(STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_sortselection(state);
+      state->cursor = state->select_start;
+      state->select_end = state->select_start;
+      state->has_preferred_x = 0;
+   }
+}
+
+// move cursor to last character of selection
+static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_sortselection(state);
+      stb_textedit_clamp(str, state);
+      state->cursor = state->select_end;
+      state->select_start = state->select_end;
+      state->has_preferred_x = 0;
+   }
+}
+
+#ifdef STB_TEXTEDIT_IS_SPACE
+static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )
+{
+   return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
+}
+
+#ifndef STB_TEXTEDIT_MOVEWORDLEFT
+static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )
+{
+   --c; // always move at least one character
+   while( c >= 0 && !is_word_boundary( str, c ) )
+      --c;
+
+   if( c < 0 )
+      c = 0;
+
+   return c;
+}
+#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous
+#endif
+
+#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
+static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )
+{
+   const int len = STB_TEXTEDIT_STRINGLEN(str);
+   ++c; // always move at least one character
+   while( c < len && !is_word_boundary( str, c ) )
+      ++c;
+
+   if( c > len )
+      c = len;
+
+   return c;
+}
+#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next
+#endif
+
+#endif
+
+// update selection and cursor to match each other
+static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
+{
+   if (!STB_TEXT_HAS_SELECTION(state))
+      state->select_start = state->select_end = state->cursor;
+   else
+      state->cursor = state->select_end;
+}
+
+// API cut: delete selection
+static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_delete_selection(str,state); // implicity clamps
+      state->has_preferred_x = 0;
+      return 1;
+   }
+   return 0;
+}
+
+// API paste: replace existing selection with passed-in text
+static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *text, int len)
+{
+   // if there's a selection, the paste should delete it
+   stb_textedit_clamp(str, state);
+   stb_textedit_delete_selection(str,state);
+   // try to insert the characters
+   if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
+      stb_text_makeundo_insert(state, state->cursor, len);
+      state->cursor += len;
+      state->has_preferred_x = 0;
+      return 1;
+   }
+   // remove the undo since we didn't actually insert the characters
+   if (state->undostate.undo_point)
+      --state->undostate.undo_point;
+   return 0;
+}
+
+// API key: process a keyboard input
+static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)
+{
+retry:
+   switch (key) {
+      default: {
+         int c = STB_TEXTEDIT_KEYTOTEXT(key);
+         if (c > 0) {
+            STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;
+
+            // can't add newline in single-line mode
+            if (c == '\n' && state->single_line)
+               break;
+
+            if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
+               stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
+               STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
+               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+                  ++state->cursor;
+                  state->has_preferred_x = 0;
+               }
+            } else {
+               stb_textedit_delete_selection(str,state); // implicity clamps
+               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+                  stb_text_makeundo_insert(state, state->cursor, 1);
+                  ++state->cursor;
+                  state->has_preferred_x = 0;
+               }
+            }
+         }
+         break;
+      }
+
+#ifdef STB_TEXTEDIT_K_INSERT
+      case STB_TEXTEDIT_K_INSERT:
+         state->insert_mode = !state->insert_mode;
+         break;
+#endif
+         
+      case STB_TEXTEDIT_K_UNDO:
+         stb_text_undo(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_REDO:
+         stb_text_redo(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_LEFT:
+         // if currently there's a selection, move cursor to start of selection
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+         else 
+            if (state->cursor > 0)
+               --state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_RIGHT:
+         // if currently there's a selection, move cursor to end of selection
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_last(str, state);
+         else
+            ++state->cursor;
+         stb_textedit_clamp(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         // move selection left
+         if (state->select_end > 0)
+            --state->select_end;
+         state->cursor = state->select_end;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_MOVEWORDLEFT
+      case STB_TEXTEDIT_K_WORDLEFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+         else {
+            state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+            stb_textedit_clamp( str, state );
+         }
+         break;
+
+      case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:
+         if( !STB_TEXT_HAS_SELECTION( state ) )
+            stb_textedit_prep_selection_at_cursor(state);
+
+         state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+         state->select_end = state->cursor;
+
+         stb_textedit_clamp( str, state );
+         break;
+#endif
+
+#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
+      case STB_TEXTEDIT_K_WORDRIGHT:
+         if (STB_TEXT_HAS_SELECTION(state)) 
+            stb_textedit_move_to_last(str, state);
+         else {
+            state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+            stb_textedit_clamp( str, state );
+         }
+         break;
+
+      case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:
+         if( !STB_TEXT_HAS_SELECTION( state ) )
+            stb_textedit_prep_selection_at_cursor(state);
+
+         state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+         state->select_end = state->cursor;
+
+         stb_textedit_clamp( str, state );
+         break;
+#endif
+
+      case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         // move selection right
+         ++state->select_end;
+         stb_textedit_clamp(str, state);
+         state->cursor = state->select_end;
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_DOWN:
+      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         StbTexteditRow row;
+         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+         if (state->single_line) {
+            // on windows, up&down in single-line behave like left&right
+            key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
+            goto retry;
+         }
+
+         if (sel)
+            stb_textedit_prep_selection_at_cursor(state);
+         else if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_last(str,state);
+
+         // compute current position of cursor point
+         stb_textedit_clamp(str, state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+         // now find character position down a row
+         if (find.length) {
+            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+            float x;
+            int start = find.first_char + find.length;
+            state->cursor = start;
+            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+            x = row.x0;
+            for (i=0; i < row.num_chars; ++i) {
+               float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
+               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+                  break;
+               #endif
+               x += dx;
+               if (x > goal_x)
+                  break;
+               ++state->cursor;
+            }
+            stb_textedit_clamp(str, state);
+
+            state->has_preferred_x = 1;
+            state->preferred_x = goal_x;
+
+            if (sel)
+               state->select_end = state->cursor;
+         }
+         break;
+      }
+         
+      case STB_TEXTEDIT_K_UP:
+      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         StbTexteditRow row;
+         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+         if (state->single_line) {
+            // on windows, up&down become left&right
+            key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
+            goto retry;
+         }
+
+         if (sel)
+            stb_textedit_prep_selection_at_cursor(state);
+         else if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+
+         // compute current position of cursor point
+         stb_textedit_clamp(str, state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+         // can only go up if there's a previous row
+         if (find.prev_first != find.first_char) {
+            // now find character position up a row
+            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+            float x;
+            state->cursor = find.prev_first;
+            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+            x = row.x0;
+            for (i=0; i < row.num_chars; ++i) {
+               float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
+               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+                  break;
+               #endif
+               x += dx;
+               if (x > goal_x)
+                  break;
+               ++state->cursor;
+            }
+            stb_textedit_clamp(str, state);
+
+            state->has_preferred_x = 1;
+            state->preferred_x = goal_x;
+
+            if (sel)
+               state->select_end = state->cursor;
+         }
+         break;
+      }
+
+      case STB_TEXTEDIT_K_DELETE:
+      case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_delete_selection(str, state);
+         else {
+            int n = STB_TEXTEDIT_STRINGLEN(str);
+            if (state->cursor < n)
+               stb_textedit_delete(str, state, state->cursor, 1);
+         }
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_BACKSPACE:
+      case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_delete_selection(str, state);
+         else {
+            stb_textedit_clamp(str, state);
+            if (state->cursor > 0) {
+               stb_textedit_delete(str, state, state->cursor-1, 1);
+               --state->cursor;
+            }
+         }
+         state->has_preferred_x = 0;
+         break;
+         
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+      case STB_TEXTEDIT_K_TEXTSTART2:
+#endif
+      case STB_TEXTEDIT_K_TEXTSTART:
+         state->cursor = state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+      case STB_TEXTEDIT_K_TEXTEND2:
+#endif
+      case STB_TEXTEDIT_K_TEXTEND:
+         state->cursor = STB_TEXTEDIT_STRINGLEN(str);
+         state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+        
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+      case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         state->cursor = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+      case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);
+         state->has_preferred_x = 0;
+         break;
+
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+      case STB_TEXTEDIT_K_LINESTART2:
+#endif
+      case STB_TEXTEDIT_K_LINESTART:
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         if (state->single_line)
+            state->cursor = 0;
+         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+            --state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+      case STB_TEXTEDIT_K_LINEEND2:
+#endif
+      case STB_TEXTEDIT_K_LINEEND: {
+         int n = STB_TEXTEDIT_STRINGLEN(str);
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         if (state->single_line)
+             state->cursor = n;
+         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+             ++state->cursor;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+      case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         if (state->single_line)
+            state->cursor = 0;
+         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+            --state->cursor;
+         state->select_end = state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+      case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
+         int n = STB_TEXTEDIT_STRINGLEN(str);
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         if (state->single_line)
+             state->cursor = n;
+         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+            ++state->cursor;
+         state->select_end = state->cursor;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+// @TODO:
+//    STB_TEXTEDIT_K_PGUP      - move cursor up a page
+//    STB_TEXTEDIT_K_PGDOWN    - move cursor down a page
+   }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Undo processing
+//
+// @OPTIMIZE: the undo/redo buffer should be circular
+
+static void stb_textedit_flush_redo(StbUndoState *state)
+{
+   state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+   state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+}
+
+// discard the oldest entry in the undo list
+static void stb_textedit_discard_undo(StbUndoState *state)
+{
+   if (state->undo_point > 0) {
+      // if the 0th undo state has characters, clean those up
+      if (state->undo_rec[0].char_storage >= 0) {
+         int n = state->undo_rec[0].insert_length, i;
+         // delete n characters from all other records
+         state->undo_char_point = state->undo_char_point - (short) n;  // vsnet05
+         STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) ((size_t)state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
+         for (i=0; i < state->undo_point; ++i)
+            if (state->undo_rec[i].char_storage >= 0)
+               state->undo_rec[i].char_storage = state->undo_rec[i].char_storage - (short) n; // vsnet05 // @OPTIMIZE: get rid of char_storage and infer it
+      }
+      --state->undo_point;
+      STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) ((size_t)state->undo_point*sizeof(state->undo_rec[0])));
+   }
+}
+
+// discard the oldest entry in the redo list--it's bad if this
+// ever happens, but because undo & redo have to store the actual
+// characters in different cases, the redo character buffer can
+// fill up even though the undo buffer didn't
+static void stb_textedit_discard_redo(StbUndoState *state)
+{
+   int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;
+
+   if (state->redo_point <= k) {
+      // if the k'th undo state has characters, clean those up
+      if (state->undo_rec[k].char_storage >= 0) {
+         int n = state->undo_rec[k].insert_length, i;
+         // delete n characters from all other records
+         state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
+         STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
+         for (i=state->redo_point; i < k; ++i)
+            if (state->undo_rec[i].char_storage >= 0)
+               state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05
+      }
+      STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point, state->undo_rec + state->redo_point-1, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
+      ++state->redo_point;
+   }
+}
+
+static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)
+{
+   // any time we create a new undo record, we discard redo
+   stb_textedit_flush_redo(state);
+
+   // if we have no free records, we have to make room, by sliding the
+   // existing records down
+   if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+      stb_textedit_discard_undo(state);
+
+   // if the characters to store won't possibly fit in the buffer, we can't undo
+   if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {
+      state->undo_point = 0;
+      state->undo_char_point = 0;
+      return NULL;
+   }
+
+   // if we don't have enough free characters in the buffer, we have to make room
+   while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)
+      stb_textedit_discard_undo(state);
+
+   return &state->undo_rec[state->undo_point++];
+}
+
+static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
+{
+   StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);
+   if (r == NULL)
+      return NULL;
+
+   r->where = pos;
+   r->insert_length = (short) insert_len;
+   r->delete_length = (short) delete_len;
+
+   if (insert_len == 0) {
+      r->char_storage = -1;
+      return NULL;
+   } else {
+      r->char_storage = state->undo_char_point;
+      state->undo_char_point = state->undo_char_point + (short) insert_len;
+      return &state->undo_char[r->char_storage];
+   }
+}
+
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   StbUndoState *s = &state->undostate;
+   StbUndoRecord u, *r;
+   if (s->undo_point == 0)
+      return;
+
+   // we need to do two things: apply the undo record, and create a redo record
+   u = s->undo_rec[s->undo_point-1];
+   r = &s->undo_rec[s->redo_point-1];
+   r->char_storage = -1;
+
+   r->insert_length = u.delete_length;
+   r->delete_length = u.insert_length;
+   r->where = u.where;
+
+   if (u.delete_length) {
+      // if the undo record says to delete characters, then the redo record will
+      // need to re-insert the characters that get deleted, so we need to store
+      // them.
+
+      // there are three cases:
+      //    there's enough room to store the characters
+      //    characters stored for *redoing* don't leave room for redo
+      //    characters stored for *undoing* don't leave room for redo
+      // if the last is true, we have to bail
+
+      if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {
+         // the undo records take up too much character space; there's no space to store the redo characters
+         r->insert_length = 0;
+      } else {
+         int i;
+
+         // there's definitely room to store the characters eventually
+         while (s->undo_char_point + u.delete_length > s->redo_char_point) {
+            // there's currently not enough room, so discard a redo record
+            stb_textedit_discard_redo(s);
+            // should never happen:
+            if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+               return;
+         }
+         r = &s->undo_rec[s->redo_point-1];
+
+         r->char_storage = s->redo_char_point - u.delete_length;
+         s->redo_char_point = s->redo_char_point - (short) u.delete_length;
+
+         // now save the characters
+         for (i=0; i < u.delete_length; ++i)
+            s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);
+      }
+
+      // now we can carry out the deletion
+      STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);
+   }
+
+   // check type of recorded action:
+   if (u.insert_length) {
+      // easy case: was a deletion, so we need to insert n characters
+      STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
+      s->undo_char_point -= u.insert_length;
+   }
+
+   state->cursor = u.where + u.insert_length;
+
+   s->undo_point--;
+   s->redo_point--;
+}
+
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   StbUndoState *s = &state->undostate;
+   StbUndoRecord *u, r;
+   if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+      return;
+
+   // we need to do two things: apply the redo record, and create an undo record
+   u = &s->undo_rec[s->undo_point];
+   r = s->undo_rec[s->redo_point];
+
+   // we KNOW there must be room for the undo record, because the redo record
+   // was derived from an undo record
+
+   u->delete_length = r.insert_length;
+   u->insert_length = r.delete_length;
+   u->where = r.where;
+   u->char_storage = -1;
+
+   if (r.delete_length) {
+      // the redo record requires us to delete characters, so the undo record
+      // needs to store the characters
+
+      if (s->undo_char_point + u->insert_length > s->redo_char_point) {
+         u->insert_length = 0;
+         u->delete_length = 0;
+      } else {
+         int i;
+         u->char_storage = s->undo_char_point;
+         s->undo_char_point = s->undo_char_point + u->insert_length;
+
+         // now save the characters
+         for (i=0; i < u->insert_length; ++i)
+            s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);
+      }
+
+      STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);
+   }
+
+   if (r.insert_length) {
+      // easy case: need to insert n characters
+      STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
+      s->redo_char_point += r.insert_length;
+   }
+
+   state->cursor = r.where + r.insert_length;
+
+   s->undo_point++;
+   s->redo_point++;
+}
+
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)
+{
+   stb_text_createundo(&state->undostate, where, 0, length);
+}
+
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
+{
+   int i;
+   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
+   if (p) {
+      for (i=0; i < length; ++i)
+         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+   }
+}
+
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
+{
+   int i;
+   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
+   if (p) {
+      for (i=0; i < old_length; ++i)
+         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+   }
+}
+
+// reset the state to default
+static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)
+{
+   state->undostate.undo_point = 0;
+   state->undostate.undo_char_point = 0;
+   state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+   state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+   state->select_end = state->select_start = 0;
+   state->cursor = 0;
+   state->has_preferred_x = 0;
+   state->preferred_x = 0;
+   state->cursor_at_end_of_line = 0;
+   state->initialized = 1;
+   state->single_line = (unsigned char) is_single_line;
+   state->insert_mode = 0;
+}
+
+// API initialize
+static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+{
+   stb_textedit_clear_state(state, is_single_line);
+}
+#endif//STB_TEXTEDIT_IMPLEMENTATION
diff --git a/source/imgui/stb_truetype.h b/source/imgui/stb_truetype.h
new file mode 100644
index 0000000000000000000000000000000000000000..f65deb50346e328ccd75b4ef91f12c946b438f3d
--- /dev/null
+++ b/source/imgui/stb_truetype.h
@@ -0,0 +1,4854 @@
+// stb_truetype.h - v1.19 - public domain
+// authored from 2009-2016 by Sean Barrett / RAD Game Tools
+//
+//   This library processes TrueType files:
+//        parse files
+//        extract glyph metrics
+//        extract glyph shapes
+//        render glyphs to one-channel bitmaps with antialiasing (box filter)
+//        render glyphs to one-channel SDF bitmaps (signed-distance field/function)
+//
+//   Todo:
+//        non-MS cmaps
+//        crashproof on bad data
+//        hinting? (no longer patented)
+//        cleartype-style AA?
+//        optimize: use simple memory allocator for intermediates
+//        optimize: build edge-list directly from curves
+//        optimize: rasterize directly from curves?
+//
+// ADDITIONAL CONTRIBUTORS
+//
+//   Mikko Mononen: compound shape support, more cmap formats
+//   Tor Andersson: kerning, subpixel rendering
+//   Dougall Johnson: OpenType / Type 2 font handling
+//   Daniel Ribeiro Maciel: basic GPOS-based kerning
+//
+//   Misc other:
+//       Ryan Gordon
+//       Simon Glass
+//       github:IntellectualKitty
+//       Imanol Celaya
+//       Daniel Ribeiro Maciel
+//
+//   Bug/warning reports/fixes:
+//       "Zer" on mollyrocket       Fabian "ryg" Giesen
+//       Cass Everitt               Martins Mozeiko
+//       stoiko (Haemimont Games)   Cap Petschulat
+//       Brian Hook                 Omar Cornut
+//       Walter van Niftrik         github:aloucks
+//       David Gow                  Peter LaValle
+//       David Given                Sergey Popov
+//       Ivan-Assen Ivanov          Giumo X. Clanjor
+//       Anthony Pesch              Higor Euripedes
+//       Johan Duparc               Thomas Fields
+//       Hou Qiming                 Derek Vinyard
+//       Rob Loach                  Cort Stratton
+//       Kenney Phillis Jr.         github:oyvindjam
+//       Brian Costabile            github:vassvik
+//       
+// VERSION HISTORY
+//
+//   1.19 (2018-02-11) GPOS kerning, STBTT_fmod
+//   1.18 (2018-01-29) add missing function
+//   1.17 (2017-07-23) make more arguments const; doc fix
+//   1.16 (2017-07-12) SDF support
+//   1.15 (2017-03-03) make more arguments const
+//   1.14 (2017-01-16) num-fonts-in-TTC function
+//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
+//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+//   1.11 (2016-04-02) fix unused-variable warning
+//   1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef
+//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly
+//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+//                     variant PackFontRanges to pack and render in separate phases;
+//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+//                     fixed an assert() bug in the new rasterizer
+//                     replace assert() with STBTT_assert() in new rasterizer
+//
+//   Full history can be found at the end of this file.
+//
+// LICENSE
+//
+//   See end of file for license information.
+//
+// USAGE
+//
+//   Include this file in whatever places neeed to refer to it. In ONE C/C++
+//   file, write:
+//      #define STB_TRUETYPE_IMPLEMENTATION
+//   before the #include of this file. This expands out the actual
+//   implementation into that C/C++ file.
+//
+//   To make the implementation private to the file that generates the implementation,
+//      #define STBTT_STATIC
+//
+//   Simple 3D API (don't ship this, but it's fine for tools and quick start)
+//           stbtt_BakeFontBitmap()               -- bake a font to a bitmap for use as texture
+//           stbtt_GetBakedQuad()                 -- compute quad to draw for a given char
+//
+//   Improved 3D API (more shippable):
+//           #include "stb_rect_pack.h"           -- optional, but you really want it
+//           stbtt_PackBegin()
+//           stbtt_PackSetOversampling()          -- for improved quality on small fonts
+//           stbtt_PackFontRanges()               -- pack and renders
+//           stbtt_PackEnd()
+//           stbtt_GetPackedQuad()
+//
+//   "Load" a font file from a memory buffer (you have to keep the buffer loaded)
+//           stbtt_InitFont()
+//           stbtt_GetFontOffsetForIndex()        -- indexing for TTC font collections
+//           stbtt_GetNumberOfFonts()             -- number of fonts for TTC font collections
+//
+//   Render a unicode codepoint to a bitmap
+//           stbtt_GetCodepointBitmap()           -- allocates and returns a bitmap
+//           stbtt_MakeCodepointBitmap()          -- renders into bitmap you provide
+//           stbtt_GetCodepointBitmapBox()        -- how big the bitmap must be
+//
+//   Character advance/positioning
+//           stbtt_GetCodepointHMetrics()
+//           stbtt_GetFontVMetrics()
+//           stbtt_GetFontVMetricsOS2()
+//           stbtt_GetCodepointKernAdvance()
+//
+//   Starting with version 1.06, the rasterizer was replaced with a new,
+//   faster and generally-more-precise rasterizer. The new rasterizer more
+//   accurately measures pixel coverage for anti-aliasing, except in the case
+//   where multiple shapes overlap, in which case it overestimates the AA pixel
+//   coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If
+//   this turns out to be a problem, you can re-enable the old rasterizer with
+//        #define STBTT_RASTERIZER_VERSION 1
+//   which will incur about a 15% speed hit.
+//
+// ADDITIONAL DOCUMENTATION
+//
+//   Immediately after this block comment are a series of sample programs.
+//
+//   After the sample programs is the "header file" section. This section
+//   includes documentation for each API function.
+//
+//   Some important concepts to understand to use this library:
+//
+//      Codepoint
+//         Characters are defined by unicode codepoints, e.g. 65 is
+//         uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is
+//         the hiragana for "ma".
+//
+//      Glyph
+//         A visual character shape (every codepoint is rendered as
+//         some glyph)
+//
+//      Glyph index
+//         A font-specific integer ID representing a glyph
+//
+//      Baseline
+//         Glyph shapes are defined relative to a baseline, which is the
+//         bottom of uppercase characters. Characters extend both above
+//         and below the baseline.
+//
+//      Current Point
+//         As you draw text to the screen, you keep track of a "current point"
+//         which is the origin of each character. The current point's vertical
+//         position is the baseline. Even "baked fonts" use this model.
+//
+//      Vertical Font Metrics
+//         The vertical qualities of the font, used to vertically position
+//         and space the characters. See docs for stbtt_GetFontVMetrics.
+//
+//      Font Size in Pixels or Points
+//         The preferred interface for specifying font sizes in stb_truetype
+//         is to specify how tall the font's vertical extent should be in pixels.
+//         If that sounds good enough, skip the next paragraph.
+//
+//         Most font APIs instead use "points", which are a common typographic
+//         measurement for describing font size, defined as 72 points per inch.
+//         stb_truetype provides a point API for compatibility. However, true
+//         "per inch" conventions don't make much sense on computer displays
+//         since different monitors have different number of pixels per
+//         inch. For example, Windows traditionally uses a convention that
+//         there are 96 pixels per inch, thus making 'inch' measurements have
+//         nothing to do with inches, and thus effectively defining a point to
+//         be 1.333 pixels. Additionally, the TrueType font data provides
+//         an explicit scale factor to scale a given font's glyphs to points,
+//         but the author has observed that this scale factor is often wrong
+//         for non-commercial fonts, thus making fonts scaled in points
+//         according to the TrueType spec incoherently sized in practice.
+//
+// DETAILED USAGE:
+//
+//  Scale:
+//    Select how high you want the font to be, in points or pixels.
+//    Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute
+//    a scale factor SF that will be used by all other functions.
+//
+//  Baseline:
+//    You need to select a y-coordinate that is the baseline of where
+//    your text will appear. Call GetFontBoundingBox to get the baseline-relative
+//    bounding box for all characters. SF*-y0 will be the distance in pixels
+//    that the worst-case character could extend above the baseline, so if
+//    you want the top edge of characters to appear at the top of the
+//    screen where y=0, then you would set the baseline to SF*-y0.
+//
+//  Current point:
+//    Set the current point where the first character will appear. The
+//    first character could extend left of the current point; this is font
+//    dependent. You can either choose a current point that is the leftmost
+//    point and hope, or add some padding, or check the bounding box or
+//    left-side-bearing of the first character to be displayed and set
+//    the current point based on that.
+//
+//  Displaying a character:
+//    Compute the bounding box of the character. It will contain signed values
+//    relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
+//    then the character should be displayed in the rectangle from
+//    <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
+//
+//  Advancing for the next character:
+//    Call GlyphHMetrics, and compute 'current_point += SF * advance'.
+// 
+//
+// ADVANCED USAGE
+//
+//   Quality:
+//
+//    - Use the functions with Subpixel at the end to allow your characters
+//      to have subpixel positioning. Since the font is anti-aliased, not
+//      hinted, this is very import for quality. (This is not possible with
+//      baked fonts.)
+//
+//    - Kerning is now supported, and if you're supporting subpixel rendering
+//      then kerning is worth using to give your text a polished look.
+//
+//   Performance:
+//
+//    - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
+//      if you don't do this, stb_truetype is forced to do the conversion on
+//      every call.
+//
+//    - There are a lot of memory allocations. We should modify it to take
+//      a temp buffer and allocate from the temp buffer (without freeing),
+//      should help performance a lot.
+//
+// NOTES
+//
+//   The system uses the raw data found in the .ttf file without changing it
+//   and without building auxiliary data structures. This is a bit inefficient
+//   on little-endian systems (the data is big-endian), but assuming you're
+//   caching the bitmaps or glyph shapes this shouldn't be a big deal.
+//
+//   It appears to be very hard to programmatically determine what font a
+//   given file is in a general way. I provide an API for this, but I don't
+//   recommend it.
+//
+//
+// SOURCE STATISTICS (based on v0.6c, 2050 LOC)
+//
+//   Documentation & header file        520 LOC  \___ 660 LOC documentation
+//   Sample code                        140 LOC  /
+//   Truetype parsing                   620 LOC  ---- 620 LOC TrueType
+//   Software rasterization             240 LOC  \                           .
+//   Curve tesselation                  120 LOC   \__ 550 LOC Bitmap creation
+//   Bitmap management                  100 LOC   /
+//   Baked bitmap interface              70 LOC  /
+//   Font name matching & access        150 LOC  ---- 150 
+//   C runtime library abstraction       60 LOC  ----  60
+//
+//
+// PERFORMANCE MEASUREMENTS FOR 1.06:
+//
+//                      32-bit     64-bit
+//   Previous release:  8.83 s     7.68 s
+//   Pool allocations:  7.72 s     6.34 s
+//   Inline sort     :  6.54 s     5.65 s
+//   New rasterizer  :  5.63 s     5.00 s
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+////  SAMPLE PROGRAMS
+////
+//
+//  Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
+//
+#if 0
+#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation
+#include "stb_truetype.h"
+
+unsigned char ttf_buffer[1<<20];
+unsigned char temp_bitmap[512*512];
+
+stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
+GLuint ftex;
+
+void my_stbtt_initfont(void)
+{
+   fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
+   stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
+   // can free ttf_buffer at this point
+   glGenTextures(1, &ftex);
+   glBindTexture(GL_TEXTURE_2D, ftex);
+   glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
+   // can free temp_bitmap at this point
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+}
+
+void my_stbtt_print(float x, float y, char *text)
+{
+   // assume orthographic projection with units = screen pixels, origin at top left
+   glEnable(GL_TEXTURE_2D);
+   glBindTexture(GL_TEXTURE_2D, ftex);
+   glBegin(GL_QUADS);
+   while (*text) {
+      if (*text >= 32 && *text < 128) {
+         stbtt_aligned_quad q;
+         stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
+         glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);
+         glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);
+         glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);
+         glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);
+      }
+      ++text;
+   }
+   glEnd();
+}
+#endif
+//
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program (this compiles): get a single bitmap, print as ASCII art
+//
+#if 0
+#include <stdio.h>
+#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation
+#include "stb_truetype.h"
+
+char ttf_buffer[1<<25];
+
+int main(int argc, char **argv)
+{
+   stbtt_fontinfo font;
+   unsigned char *bitmap;
+   int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
+
+   fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
+
+   stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
+   bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
+
+   for (j=0; j < h; ++j) {
+      for (i=0; i < w; ++i)
+         putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
+      putchar('\n');
+   }
+   return 0;
+}
+#endif 
+//
+// Output:
+//
+//     .ii.
+//    @@@@@@.
+//   V@Mio@@o
+//   :i.  V@V
+//     :oM@@M
+//   :@@@MM@M
+//   @@o  o@M
+//  :@@.  M@M
+//   @@@o@@@@
+//   :M@@V:@@.
+//  
+//////////////////////////////////////////////////////////////////////////////
+// 
+// Complete program: print "Hello World!" banner, with bugs
+//
+#if 0
+char buffer[24<<20];
+unsigned char screen[20][79];
+
+int main(int arg, char **argv)
+{
+   stbtt_fontinfo font;
+   int i,j,ascent,baseline,ch=0;
+   float scale, xpos=2; // leave a little padding in case the character extends left
+   char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
+
+   fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
+   stbtt_InitFont(&font, buffer, 0);
+
+   scale = stbtt_ScaleForPixelHeight(&font, 15);
+   stbtt_GetFontVMetrics(&font, &ascent,0,0);
+   baseline = (int) (ascent*scale);
+
+   while (text[ch]) {
+      int advance,lsb,x0,y0,x1,y1;
+      float x_shift = xpos - (float) floor(xpos);
+      stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
+      stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
+      stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
+      // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
+      // because this API is really for baking character bitmaps into textures. if you want to render
+      // a sequence of characters, you really need to render each bitmap to a temp buffer, then
+      // "alpha blend" that into the working buffer
+      xpos += (advance * scale);
+      if (text[ch+1])
+         xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
+      ++ch;
+   }
+
+   for (j=0; j < 20; ++j) {
+      for (i=0; i < 78; ++i)
+         putchar(" .:ioVM@"[screen[j][i]>>5]);
+      putchar('\n');
+   }
+
+   return 0;
+}
+#endif
+
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+////   INTEGRATION WITH YOUR CODEBASE
+////
+////   The following sections allow you to supply alternate definitions
+////   of C library functions used by stb_truetype, e.g. if you don't
+////   link with the C runtime library.
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+   // #define your own (u)stbtt_int8/16/32 before including to override this
+   #ifndef stbtt_uint8
+   typedef unsigned char   stbtt_uint8;
+   typedef signed   char   stbtt_int8;
+   typedef unsigned short  stbtt_uint16;
+   typedef signed   short  stbtt_int16;
+   typedef unsigned int    stbtt_uint32;
+   typedef signed   int    stbtt_int32;
+   #endif
+
+   typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
+   typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
+
+   // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h
+   #ifndef STBTT_ifloor
+   #include <math.h>
+   #define STBTT_ifloor(x)   ((int) floor(x))
+   #define STBTT_iceil(x)    ((int) ceil(x))
+   #endif
+
+   #ifndef STBTT_sqrt
+   #include <math.h>
+   #define STBTT_sqrt(x)      sqrt(x)
+   #define STBTT_pow(x,y)     pow(x,y)
+   #endif
+
+   #ifndef STBTT_fmod
+   #include <math.h>
+   #define STBTT_fmod(x,y)    fmod(x,y)
+   #endif
+
+   #ifndef STBTT_cos
+   #include <math.h>
+   #define STBTT_cos(x)       cos(x)
+   #define STBTT_acos(x)      acos(x)
+   #endif
+
+   #ifndef STBTT_fabs
+   #include <math.h>
+   #define STBTT_fabs(x)      fabs(x)
+   #endif
+
+   // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
+   #ifndef STBTT_malloc
+   #include <stdlib.h>
+   #define STBTT_malloc(x,u)  ((void)(u),malloc(x))
+   #define STBTT_free(x,u)    ((void)(u),free(x))
+   #endif
+
+   #ifndef STBTT_assert
+   #include <assert.h>
+   #define STBTT_assert(x)    assert(x)
+   #endif
+
+   #ifndef STBTT_strlen
+   #include <string.h>
+   #define STBTT_strlen(x)    strlen(x)
+   #endif
+
+   #ifndef STBTT_memcpy
+   #include <string.h>
+   #define STBTT_memcpy       memcpy
+   #define STBTT_memset       memset
+   #endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+////   INTERFACE
+////
+////
+
+#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
+#define __STB_INCLUDE_STB_TRUETYPE_H__
+
+#ifdef STBTT_STATIC
+#define STBTT_DEF static
+#else
+#define STBTT_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// private structure
+typedef struct
+{
+   unsigned char *data;
+   int cursor;
+   int size;
+} stbtt__buf;
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// TEXTURE BAKING API
+//
+// If you use this API, you only have to call two functions ever.
+//
+
+typedef struct
+{
+   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+   float xoff,yoff,xadvance;
+} stbtt_bakedchar;
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)
+                                float pixel_height,                     // height of font in pixels
+                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in
+                                int first_char, int num_chars,          // characters to bake
+                                stbtt_bakedchar *chardata);             // you allocate this, it's num_chars long
+// if return is positive, the first unused row of the bitmap
+// if return is negative, returns the negative of the number of characters that fit
+// if return is 0, no characters fit and no rows were used
+// This uses a very crappy packing.
+
+typedef struct
+{
+   float x0,y0,s0,t0; // top-left
+   float x1,y1,s1,t1; // bottom-right
+} stbtt_aligned_quad;
+
+STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph,  // same data as above
+                               int char_index,             // character to display
+                               float *xpos, float *ypos,   // pointers to current position in screen pixel space
+                               stbtt_aligned_quad *q,      // output: quad to draw
+                               int opengl_fillrule);       // true if opengl fill rule; false if DX9 or earlier
+// Call GetBakedQuad with char_index = 'character - first_char', and it
+// creates the quad you need to draw and advances the current position.
+//
+// The coordinate system used assumes y increases downwards.
+//
+// Characters will extend both above and below the current position;
+// see discussion of "BASELINE" above.
+//
+// It's inefficient; you might want to c&p it and optimize it.
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// NEW TEXTURE BAKING API
+//
+// This provides options for packing multiple fonts into one atlas, not
+// perfectly but better than nothing.
+
+typedef struct
+{
+   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+   float xoff,yoff,xadvance;
+   float xoff2,yoff2;
+} stbtt_packedchar;
+
+typedef struct stbtt_pack_context stbtt_pack_context;
+typedef struct stbtt_fontinfo stbtt_fontinfo;
+#ifndef STB_RECT_PACK_VERSION
+typedef struct stbrp_rect stbrp_rect;
+#endif
+
+STBTT_DEF int  stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);
+// Initializes a packing context stored in the passed-in stbtt_pack_context.
+// Future calls using this context will pack characters into the bitmap passed
+// in here: a 1-channel bitmap that is width * height. stride_in_bytes is
+// the distance from one row to the next (or 0 to mean they are packed tightly
+// together). "padding" is the amount of padding to leave between each
+// character (normally you want '1' for bitmaps you'll use as textures with
+// bilinear filtering).
+//
+// Returns 0 on failure, 1 on success.
+
+STBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc);
+// Cleans up the packing context and frees all memory.
+
+#define STBTT_POINT_SIZE(x)   (-(x))
+
+STBTT_DEF int  stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
+                                int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);
+// Creates character bitmaps from the font_index'th font found in fontdata (use
+// font_index=0 if you don't know what that is). It creates num_chars_in_range
+// bitmaps for characters with unicode values starting at first_unicode_char_in_range
+// and increasing. Data for how to render them is stored in chardata_for_range;
+// pass these to stbtt_GetPackedQuad to get back renderable quads.
+//
+// font_size is the full height of the character from ascender to descender,
+// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed
+// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()
+// and pass that result as 'font_size':
+//       ...,                  20 , ... // font max minus min y is 20 pixels tall
+//       ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall
+
+typedef struct
+{
+   float font_size;
+   int first_unicode_codepoint_in_range;  // if non-zero, then the chars are continuous, and this is the first codepoint
+   int *array_of_unicode_codepoints;       // if non-zero, then this is an array of unicode codepoints
+   int num_chars;
+   stbtt_packedchar *chardata_for_range; // output
+   unsigned char h_oversample, v_oversample; // don't set these, they're used internally
+} stbtt_pack_range;
+
+STBTT_DEF int  stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);
+// Creates character bitmaps from multiple ranges of characters stored in
+// ranges. This will usually create a better-packed bitmap than multiple
+// calls to stbtt_PackFontRange. Note that you can call this multiple
+// times within a single PackBegin/PackEnd.
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);
+// Oversampling a font increases the quality by allowing higher-quality subpixel
+// positioning, and is especially valuable at smaller text sizes.
+//
+// This function sets the amount of oversampling for all following calls to
+// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given
+// pack context. The default (no oversampling) is achieved by h_oversample=1
+// and v_oversample=1. The total number of pixels required is
+// h_oversample*v_oversample larger than the default; for example, 2x2
+// oversampling requires 4x the storage of 1x1. For best results, render
+// oversampled textures with bilinear filtering. Look at the readme in
+// stb/tests/oversample for information about oversampled fonts
+//
+// To use with PackFontRangesGather etc., you must set it before calls
+// call to PackFontRangesGatherRects.
+
+STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph,  // same data as above
+                               int char_index,             // character to display
+                               float *xpos, float *ypos,   // pointers to current position in screen pixel space
+                               stbtt_aligned_quad *q,      // output: quad to draw
+                               int align_to_integer);
+
+STBTT_DEF int  stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);
+STBTT_DEF int  stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+// Calling these functions in sequence is roughly equivalent to calling
+// stbtt_PackFontRanges(). If you more control over the packing of multiple
+// fonts, or if you want to pack custom data into a font texture, take a look
+// at the source to of stbtt_PackFontRanges() and create a custom version 
+// using these functions, e.g. call GatherRects multiple times,
+// building up a single array of rects, then call PackRects once,
+// then call RenderIntoRects repeatedly. This may result in a
+// better packing than calling PackFontRanges multiple times
+// (or it may not).
+
+// this is an opaque structure that you shouldn't mess with which holds
+// all the context needed from PackBegin to PackEnd.
+struct stbtt_pack_context {
+   void *user_allocator_context;
+   void *pack_info;
+   int   width;
+   int   height;
+   int   stride_in_bytes;
+   int   padding;
+   unsigned int   h_oversample, v_oversample;
+   unsigned char *pixels;
+   void  *nodes;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// FONT LOADING
+//
+//
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);
+// This function will determine the number of fonts in a font file.  TrueType
+// collection (.ttc) files may contain multiple fonts, while TrueType font
+// (.ttf) files only contain one font. The number of fonts can be used for
+// indexing with the previous function where the index is between zero and one
+// less than the total fonts. If an error occurs, -1 is returned.
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
+// Each .ttf/.ttc file may have more than one font. Each font has a sequential
+// index number starting from 0. Call this function to get the font offset for
+// a given index; it returns -1 if the index is out of range. A regular .ttf
+// file will only define one font and it always be at offset 0, so it will
+// return '0' for index 0, and -1 for all other indices.
+
+// The following structure is defined publically so you can declare one on
+// the stack or as a global or etc, but you should treat it as opaque.
+struct stbtt_fontinfo
+{
+   void           * userdata;
+   unsigned char  * data;              // pointer to .ttf file
+   int              fontstart;         // offset of start of font
+
+   int numGlyphs;                     // number of glyphs, needed for range checking
+
+   int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf
+   int index_map;                     // a cmap mapping for our chosen character encoding
+   int indexToLocFormat;              // format needed to map from glyph index to glyph
+
+   stbtt__buf cff;                    // cff font data
+   stbtt__buf charstrings;            // the charstring index
+   stbtt__buf gsubrs;                 // global charstring subroutines index
+   stbtt__buf subrs;                  // private charstring subroutines index
+   stbtt__buf fontdicts;              // array of font dicts
+   stbtt__buf fdselect;               // map from glyph to fontdict
+};
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);
+// Given an offset into the file that defines a font, this function builds
+// the necessary cached info for the rest of the system. You must allocate
+// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't
+// need to do anything special to free it, because the contents are pure
+// value data with no additional data structures. Returns 0 on failure.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER TO GLYPH-INDEX CONVERSIOn
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);
+// If you're going to perform multiple operations on the same character
+// and you want a speed-up, call this function with the character you're
+// going to process, then use glyph-based functions instead of the
+// codepoint-based functions.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER PROPERTIES
+//
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose "height" is 'pixels' tall.
+// Height is measured as the distance from the highest ascender to the lowest
+// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics
+// and computing:
+//       scale = pixels / (ascent - descent)
+// so if you prefer to measure height by the ascent only, use a similar calculation.
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose EM size is mapped to
+// 'pixels' tall. This is probably what traditional APIs compute, but
+// I'm not positive.
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);
+// ascent is the coordinate above the baseline the font extends; descent
+// is the coordinate below the baseline the font extends (i.e. it is typically negative)
+// lineGap is the spacing between one row's descent and the next row's ascent...
+// so you should advance the vertical position by "*ascent - *descent + *lineGap"
+//   these are expressed in unscaled coordinates, so you must multiply by
+//   the scale factor for a given size
+
+STBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap);
+// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2
+// table (specific to MS/Windows TTF files).
+//
+// Returns 1 on success (table present), 0 on failure.
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);
+// the bounding box around all possible characters
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);
+// leftSideBearing is the offset from the current horizontal position to the left edge of the character
+// advanceWidth is the offset from the current horizontal position to the next horizontal position
+//   these are expressed in unscaled coordinates
+
+STBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);
+// an additional amount to add to the 'advance' value between ch1 and ch2
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);
+// Gets the bounding box of the visible part of the glyph, in unscaled coordinates
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);
+STBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);
+STBTT_DEF int  stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+// as above, but takes one or more glyph indices for greater efficiency
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// GLYPH SHAPES (you probably don't need these, but they have to go before
+// the bitmaps for C declaration-order reasons)
+//
+
+#ifndef STBTT_vmove // you can predefine these to use different values (but why?)
+   enum {
+      STBTT_vmove=1,
+      STBTT_vline,
+      STBTT_vcurve,
+      STBTT_vcubic
+   };
+#endif
+
+#ifndef stbtt_vertex // you can predefine this to use different values
+                   // (we share this with other code at RAD)
+   #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file
+   typedef struct
+   {
+      stbtt_vertex_type x,y,cx,cy,cx1,cy1;
+      unsigned char type,padding;
+   } stbtt_vertex;
+#endif
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);
+// returns non-zero if nothing is drawn for this glyph
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);
+// returns # of vertices and fills *vertices with the pointer to them
+//   these are expressed in "unscaled" coordinates
+//
+// The shape is a series of countours. Each one starts with
+// a STBTT_moveto, then consists of a series of mixed
+// STBTT_lineto and STBTT_curveto segments. A lineto
+// draws a line from previous endpoint to its x,y; a curveto
+// draws a quadratic bezier from previous endpoint to
+// its x,y, using cx,cy as the bezier control point.
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
+// frees the data allocated above
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// BITMAP RENDERING
+//
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);
+// frees the bitmap allocated below
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// allocates a large-enough single-channel 8bpp bitmap and renders the
+// specified character/glyph at the specified scale into it, with
+// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).
+// *width & *height are filled out with the width & height of the bitmap,
+// which is stored left-to-right, top-to-bottom.
+//
+// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
+// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap
+// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap
+// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the
+// width and height and positioning info for it first.
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);
+// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint);
+// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering
+// is performed (see stbtt_PackSetOversampling)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// get the bbox of the bitmap centered around the glyph origin; so the
+// bitmap width is ix1-ix0, height is iy1-iy0, and location to place
+// the bitmap top left is (leftSideBearing*scale,iy0).
+// (Note that the bitmap uses y-increases-down, but the shape uses
+// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel
+// shift for the character
+
+// the following functions are equivalent to the above functions, but operate
+// on glyph indices instead of Unicode codepoints (for efficiency)
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph);
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+
+
+// @TODO: don't expose this structure
+typedef struct
+{
+   int w,h,stride;
+   unsigned char *pixels;
+} stbtt__bitmap;
+
+// rasterize a shape with quadratic beziers into a bitmap
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result,        // 1-channel bitmap to draw into
+                               float flatness_in_pixels,     // allowable error of curve in pixels
+                               stbtt_vertex *vertices,       // array of vertices defining shape
+                               int num_verts,                // number of vertices in above array
+                               float scale_x, float scale_y, // scale applied to input vertices
+                               float shift_x, float shift_y, // translation applied to input vertices
+                               int x_off, int y_off,         // another translation applied to input
+                               int invert,                   // if non-zero, vertically flip shape
+                               void *userdata);              // context for to STBTT_MALLOC
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Signed Distance Function (or Field) rendering
+
+STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata);
+// frees the SDF bitmap allocated below
+
+STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
+// These functions compute a discretized SDF field for a single character, suitable for storing
+// in a single-channel texture, sampling with bilinear filtering, and testing against
+// larger than some threshhold to produce scalable fonts.
+//        info              --  the font
+//        scale             --  controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap
+//        glyph/codepoint   --  the character to generate the SDF for
+//        padding           --  extra "pixels" around the character which are filled with the distance to the character (not 0),
+//                                 which allows effects like bit outlines
+//        onedge_value      --  value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character)
+//        pixel_dist_scale  --  what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale)
+//                                 if positive, > onedge_value is inside; if negative, < onedge_value is inside
+//        width,height      --  output height & width of the SDF bitmap (including padding)
+//        xoff,yoff         --  output origin of the character
+//        return value      --  a 2D array of bytes 0..255, width*height in size
+//
+// pixel_dist_scale & onedge_value are a scale & bias that allows you to make
+// optimal use of the limited 0..255 for your application, trading off precision
+// and special effects. SDF values outside the range 0..255 are clamped to 0..255.
+//
+// Example:
+//      scale = stbtt_ScaleForPixelHeight(22)
+//      padding = 5
+//      onedge_value = 180
+//      pixel_dist_scale = 180/5.0 = 36.0
+//
+//      This will create an SDF bitmap in which the character is about 22 pixels
+//      high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled
+//      shape, sample the SDF at each pixel and fill the pixel if the SDF value
+//      is greater than or equal to 180/255. (You'll actually want to antialias,
+//      which is beyond the scope of this example.) Additionally, you can compute
+//      offset outlines (e.g. to stroke the character border inside & outside,
+//      or only outside). For example, to fill outside the character up to 3 SDF
+//      pixels, you would compare against (180-36.0*3)/255 = 72/255. The above
+//      choice of variables maps a range from 5 pixels outside the shape to
+//      2 pixels inside the shape to 0..255; this is intended primarily for apply
+//      outside effects only (the interior range is needed to allow proper
+//      antialiasing of the font at *smaller* sizes)
+//
+// The function computes the SDF analytically at each SDF pixel, not by e.g.
+// building a higher-res bitmap and approximating it. In theory the quality
+// should be as high as possible for an SDF of this size & representation, but
+// unclear if this is true in practice (perhaps building a higher-res bitmap
+// and computing from that can allow drop-out prevention).
+//
+// The algorithm has not been optimized at all, so expect it to be slow
+// if computing lots of characters or very large sizes. 
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Finding the right font...
+//
+// You should really just solve this offline, keep your own tables
+// of what font is what, and don't try to get it out of the .ttf file.
+// That's because getting it out of the .ttf file is really hard, because
+// the names in the file can appear in many possible encodings, in many
+// possible languages, and e.g. if you need a case-insensitive comparison,
+// the details of that depend on the encoding & language in a complex way
+// (actually underspecified in truetype, but also gigantic).
+//
+// But you can use the provided functions in two possible ways:
+//     stbtt_FindMatchingFont() will use *case-sensitive* comparisons on
+//             unicode-encoded names to try to find the font you want;
+//             you can run this before calling stbtt_InitFont()
+//
+//     stbtt_GetFontNameString() lets you get any of the various strings
+//             from the file yourself and do your own comparisons on them.
+//             You have to have called stbtt_InitFont() first.
+
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);
+// returns the offset (not index) of the font that matches, or -1 if none
+//   if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold".
+//   if you use any other flag, use a font name like "Arial"; this checks
+//     the 'macStyle' header field; i don't know if fonts set this consistently
+#define STBTT_MACSTYLE_DONTCARE     0
+#define STBTT_MACSTYLE_BOLD         1
+#define STBTT_MACSTYLE_ITALIC       2
+#define STBTT_MACSTYLE_UNDERSCORE   4
+#define STBTT_MACSTYLE_NONE         8   // <= not same as 0, this makes us check the bitfield is 0
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);
+// returns 1/0 whether the first string interpreted as utf8 is identical to
+// the second string interpreted as big-endian utf16... useful for strings from next func
+
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);
+// returns the string (which may be big-endian double byte, e.g. for unicode)
+// and puts the length in bytes in *length.
+//
+// some of the values for the IDs are below; for more see the truetype spec:
+//     http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html
+//     http://www.microsoft.com/typography/otspec/name.htm
+
+enum { // platformID
+   STBTT_PLATFORM_ID_UNICODE   =0,
+   STBTT_PLATFORM_ID_MAC       =1,
+   STBTT_PLATFORM_ID_ISO       =2,
+   STBTT_PLATFORM_ID_MICROSOFT =3
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_UNICODE
+   STBTT_UNICODE_EID_UNICODE_1_0    =0,
+   STBTT_UNICODE_EID_UNICODE_1_1    =1,
+   STBTT_UNICODE_EID_ISO_10646      =2,
+   STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,
+   STBTT_UNICODE_EID_UNICODE_2_0_FULL=4
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT
+   STBTT_MS_EID_SYMBOL        =0,
+   STBTT_MS_EID_UNICODE_BMP   =1,
+   STBTT_MS_EID_SHIFTJIS      =2,
+   STBTT_MS_EID_UNICODE_FULL  =10
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes
+   STBTT_MAC_EID_ROMAN        =0,   STBTT_MAC_EID_ARABIC       =4,
+   STBTT_MAC_EID_JAPANESE     =1,   STBTT_MAC_EID_HEBREW       =5,
+   STBTT_MAC_EID_CHINESE_TRAD =2,   STBTT_MAC_EID_GREEK        =6,
+   STBTT_MAC_EID_KOREAN       =3,   STBTT_MAC_EID_RUSSIAN      =7
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...
+       // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs
+   STBTT_MS_LANG_ENGLISH     =0x0409,   STBTT_MS_LANG_ITALIAN     =0x0410,
+   STBTT_MS_LANG_CHINESE     =0x0804,   STBTT_MS_LANG_JAPANESE    =0x0411,
+   STBTT_MS_LANG_DUTCH       =0x0413,   STBTT_MS_LANG_KOREAN      =0x0412,
+   STBTT_MS_LANG_FRENCH      =0x040c,   STBTT_MS_LANG_RUSSIAN     =0x0419,
+   STBTT_MS_LANG_GERMAN      =0x0407,   STBTT_MS_LANG_SPANISH     =0x0409,
+   STBTT_MS_LANG_HEBREW      =0x040d,   STBTT_MS_LANG_SWEDISH     =0x041D
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MAC
+   STBTT_MAC_LANG_ENGLISH      =0 ,   STBTT_MAC_LANG_JAPANESE     =11,
+   STBTT_MAC_LANG_ARABIC       =12,   STBTT_MAC_LANG_KOREAN       =23,
+   STBTT_MAC_LANG_DUTCH        =4 ,   STBTT_MAC_LANG_RUSSIAN      =32,
+   STBTT_MAC_LANG_FRENCH       =1 ,   STBTT_MAC_LANG_SPANISH      =6 ,
+   STBTT_MAC_LANG_GERMAN       =2 ,   STBTT_MAC_LANG_SWEDISH      =5 ,
+   STBTT_MAC_LANG_HEBREW       =10,   STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,
+   STBTT_MAC_LANG_ITALIAN      =3 ,   STBTT_MAC_LANG_CHINESE_TRAD =19
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // __STB_INCLUDE_STB_TRUETYPE_H__
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+////   IMPLEMENTATION
+////
+////
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+
+#ifndef STBTT_MAX_OVERSAMPLE
+#define STBTT_MAX_OVERSAMPLE   8
+#endif
+
+#if STBTT_MAX_OVERSAMPLE > 255
+#error "STBTT_MAX_OVERSAMPLE cannot be > 255"
+#endif
+
+typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];
+
+#ifndef STBTT_RASTERIZER_VERSION
+#define STBTT_RASTERIZER_VERSION 2
+#endif
+
+#ifdef _MSC_VER
+#define STBTT__NOTUSED(v)  (void)(v)
+#else
+#define STBTT__NOTUSED(v)  (void)sizeof(v)
+#endif
+
+//////////////////////////////////////////////////////////////////////////
+//
+// stbtt__buf helpers to parse data from file
+//
+
+static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)
+{
+   if (b->cursor >= b->size)
+      return 0;
+   return b->data[b->cursor++];
+}
+
+static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)
+{
+   if (b->cursor >= b->size)
+      return 0;
+   return b->data[b->cursor];
+}
+
+static void stbtt__buf_seek(stbtt__buf *b, int o)
+{
+   STBTT_assert(!(o > b->size || o < 0));
+   b->cursor = (o > b->size || o < 0) ? b->size : o;
+}
+
+static void stbtt__buf_skip(stbtt__buf *b, int o)
+{
+   stbtt__buf_seek(b, b->cursor + o);
+}
+
+static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)
+{
+   stbtt_uint32 v = 0;
+   int i;
+   STBTT_assert(n >= 1 && n <= 4);
+   for (i = 0; i < n; i++)
+      v = (v << 8) | stbtt__buf_get8(b);
+   return v;
+}
+
+static stbtt__buf stbtt__new_buf(const void *p, size_t size)
+{
+   stbtt__buf r;
+   STBTT_assert(size < 0x40000000);
+   r.data = (stbtt_uint8*) p;
+   r.size = (int) size;
+   r.cursor = 0;
+   return r;
+}
+
+#define stbtt__buf_get16(b)  stbtt__buf_get((b), 2)
+#define stbtt__buf_get32(b)  stbtt__buf_get((b), 4)
+
+static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)
+{
+   stbtt__buf r = stbtt__new_buf(NULL, 0);
+   if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;
+   r.data = b->data + o;
+   r.size = s;
+   return r;
+}
+
+static stbtt__buf stbtt__cff_get_index(stbtt__buf *b)
+{
+   int count, start, offsize;
+   start = b->cursor;
+   count = stbtt__buf_get16(b);
+   if (count) {
+      offsize = stbtt__buf_get8(b);
+      STBTT_assert(offsize >= 1 && offsize <= 4);
+      stbtt__buf_skip(b, offsize * count);
+      stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);
+   }
+   return stbtt__buf_range(b, start, b->cursor - start);
+}
+
+static stbtt_uint32 stbtt__cff_int(stbtt__buf *b)
+{
+   int b0 = stbtt__buf_get8(b);
+   if (b0 >= 32 && b0 <= 246)       return b0 - 139;
+   else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;
+   else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;
+   else if (b0 == 28)               return stbtt__buf_get16(b);
+   else if (b0 == 29)               return stbtt__buf_get32(b);
+   STBTT_assert(0);
+   return 0;
+}
+
+static void stbtt__cff_skip_operand(stbtt__buf *b) {
+   int v, b0 = stbtt__buf_peek8(b);
+   STBTT_assert(b0 >= 28);
+   if (b0 == 30) {
+      stbtt__buf_skip(b, 1);
+      while (b->cursor < b->size) {
+         v = stbtt__buf_get8(b);
+         if ((v & 0xF) == 0xF || (v >> 4) == 0xF)
+            break;
+      }
+   } else {
+      stbtt__cff_int(b);
+   }
+}
+
+static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)
+{
+   stbtt__buf_seek(b, 0);
+   while (b->cursor < b->size) {
+      int start = b->cursor, end, op;
+      while (stbtt__buf_peek8(b) >= 28)
+         stbtt__cff_skip_operand(b);
+      end = b->cursor;
+      op = stbtt__buf_get8(b);
+      if (op == 12)  op = stbtt__buf_get8(b) | 0x100;
+      if (op == key) return stbtt__buf_range(b, start, end-start);
+   }
+   return stbtt__buf_range(b, 0, 0);
+}
+
+static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)
+{
+   int i;
+   stbtt__buf operands = stbtt__dict_get(b, key);
+   for (i = 0; i < outcount && operands.cursor < operands.size; i++)
+      out[i] = stbtt__cff_int(&operands);
+}
+
+static int stbtt__cff_index_count(stbtt__buf *b)
+{
+   stbtt__buf_seek(b, 0);
+   return stbtt__buf_get16(b);
+}
+
+static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)
+{
+   int count, offsize, start, end;
+   stbtt__buf_seek(&b, 0);
+   count = stbtt__buf_get16(&b);
+   offsize = stbtt__buf_get8(&b);
+   STBTT_assert(i >= 0 && i < count);
+   STBTT_assert(offsize >= 1 && offsize <= 4);
+   stbtt__buf_skip(&b, i*offsize);
+   start = stbtt__buf_get(&b, offsize);
+   end = stbtt__buf_get(&b, offsize);
+   return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+// accessors to parse data from file
+//
+
+// on platforms that don't allow misaligned reads, if we want to allow
+// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE
+
+#define ttBYTE(p)     (* (stbtt_uint8 *) (p))
+#define ttCHAR(p)     (* (stbtt_int8 *) (p))
+#define ttFixed(p)    ttLONG(p)
+
+static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }
+static stbtt_int16 ttSHORT(stbtt_uint8 *p)   { return p[0]*256 + p[1]; }
+static stbtt_uint32 ttULONG(stbtt_uint8 *p)  { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+static stbtt_int32 ttLONG(stbtt_uint8 *p)    { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+
+#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))
+#define stbtt_tag(p,str)           stbtt_tag4(p,str[0],str[1],str[2],str[3])
+
+static int stbtt__isfont(stbtt_uint8 *font)
+{
+   // check the version number
+   if (stbtt_tag4(font, '1',0,0,0))  return 1; // TrueType 1
+   if (stbtt_tag(font, "typ1"))   return 1; // TrueType with type 1 font -- we don't support this!
+   if (stbtt_tag(font, "OTTO"))   return 1; // OpenType with CFF
+   if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0
+   if (stbtt_tag(font, "true"))   return 1; // Apple specification for TrueType fonts
+   return 0;
+}
+
+// @OPTIMIZE: binary search
+static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)
+{
+   stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);
+   stbtt_uint32 tabledir = fontstart + 12;
+   stbtt_int32 i;
+   for (i=0; i < num_tables; ++i) {
+      stbtt_uint32 loc = tabledir + 16*i;
+      if (stbtt_tag(data+loc+0, tag))
+         return ttULONG(data+loc+8);
+   }
+   return 0;
+}
+
+static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)
+{
+   // if it's just a font, there's only one valid index
+   if (stbtt__isfont(font_collection))
+      return index == 0 ? 0 : -1;
+
+   // check if it's a TTC
+   if (stbtt_tag(font_collection, "ttcf")) {
+      // version 1?
+      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+         stbtt_int32 n = ttLONG(font_collection+8);
+         if (index >= n)
+            return -1;
+         return ttULONG(font_collection+12+index*4);
+      }
+   }
+   return -1;
+}
+
+static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)
+{
+   // if it's just a font, there's only one valid font
+   if (stbtt__isfont(font_collection))
+      return 1;
+
+   // check if it's a TTC
+   if (stbtt_tag(font_collection, "ttcf")) {
+      // version 1?
+      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+         return ttLONG(font_collection+8);
+      }
+   }
+   return 0;
+}
+
+static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)
+{
+   stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };
+   stbtt__buf pdict;
+   stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);
+   if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);
+   pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);
+   stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);
+   if (!subrsoff) return stbtt__new_buf(NULL, 0);
+   stbtt__buf_seek(&cff, private_loc[1]+subrsoff);
+   return stbtt__cff_get_index(&cff);
+}
+
+static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)
+{
+   stbtt_uint32 cmap, t;
+   stbtt_int32 i,numTables;
+
+   info->data = data;
+   info->fontstart = fontstart;
+   info->cff = stbtt__new_buf(NULL, 0);
+
+   cmap = stbtt__find_table(data, fontstart, "cmap");       // required
+   info->loca = stbtt__find_table(data, fontstart, "loca"); // required
+   info->head = stbtt__find_table(data, fontstart, "head"); // required
+   info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required
+   info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required
+   info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required
+   info->kern = stbtt__find_table(data, fontstart, "kern"); // not required
+   info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required
+
+   if (!cmap || !info->head || !info->hhea || !info->hmtx)
+      return 0;
+   if (info->glyf) {
+      // required for truetype
+      if (!info->loca) return 0;
+   } else {
+      // initialization for CFF / Type2 fonts (OTF)
+      stbtt__buf b, topdict, topdictidx;
+      stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;
+      stbtt_uint32 cff;
+
+      cff = stbtt__find_table(data, fontstart, "CFF ");
+      if (!cff) return 0;
+
+      info->fontdicts = stbtt__new_buf(NULL, 0);
+      info->fdselect = stbtt__new_buf(NULL, 0);
+
+      // @TODO this should use size from table (not 512MB)
+      info->cff = stbtt__new_buf(data+cff, 512*1024*1024);
+      b = info->cff;
+
+      // read the header
+      stbtt__buf_skip(&b, 2);
+      stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize
+
+      // @TODO the name INDEX could list multiple fonts,
+      // but we just use the first one.
+      stbtt__cff_get_index(&b);  // name INDEX
+      topdictidx = stbtt__cff_get_index(&b);
+      topdict = stbtt__cff_index_get(topdictidx, 0);
+      stbtt__cff_get_index(&b);  // string INDEX
+      info->gsubrs = stbtt__cff_get_index(&b);
+
+      stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);
+      stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);
+      stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);
+      stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);
+      info->subrs = stbtt__get_subrs(b, topdict);
+
+      // we only support Type 2 charstrings
+      if (cstype != 2) return 0;
+      if (charstrings == 0) return 0;
+
+      if (fdarrayoff) {
+         // looks like a CID font
+         if (!fdselectoff) return 0;
+         stbtt__buf_seek(&b, fdarrayoff);
+         info->fontdicts = stbtt__cff_get_index(&b);
+         info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);
+      }
+
+      stbtt__buf_seek(&b, charstrings);
+      info->charstrings = stbtt__cff_get_index(&b);
+   }
+
+   t = stbtt__find_table(data, fontstart, "maxp");
+   if (t)
+      info->numGlyphs = ttUSHORT(data+t+4);
+   else
+      info->numGlyphs = 0xffff;
+
+   // find a cmap encoding table we understand *now* to avoid searching
+   // later. (todo: could make this installable)
+   // the same regardless of glyph.
+   numTables = ttUSHORT(data + cmap + 2);
+   info->index_map = 0;
+   for (i=0; i < numTables; ++i) {
+      stbtt_uint32 encoding_record = cmap + 4 + 8 * i;
+      // find an encoding we understand:
+      switch(ttUSHORT(data+encoding_record)) {
+         case STBTT_PLATFORM_ID_MICROSOFT:
+            switch (ttUSHORT(data+encoding_record+2)) {
+               case STBTT_MS_EID_UNICODE_BMP:
+               case STBTT_MS_EID_UNICODE_FULL:
+                  // MS/Unicode
+                  info->index_map = cmap + ttULONG(data+encoding_record+4);
+                  break;
+            }
+            break;
+        case STBTT_PLATFORM_ID_UNICODE:
+            // Mac/iOS has these
+            // all the encodingIDs are unicode, so we don't bother to check it
+            info->index_map = cmap + ttULONG(data+encoding_record+4);
+            break;
+      }
+   }
+   if (info->index_map == 0)
+      return 0;
+
+   info->indexToLocFormat = ttUSHORT(data+info->head + 50);
+   return 1;
+}
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)
+{
+   stbtt_uint8 *data = info->data;
+   stbtt_uint32 index_map = info->index_map;
+
+   stbtt_uint16 format = ttUSHORT(data + index_map + 0);
+   if (format == 0) { // apple byte encoding
+      stbtt_int32 bytes = ttUSHORT(data + index_map + 2);
+      if (unicode_codepoint < bytes-6)
+         return ttBYTE(data + index_map + 6 + unicode_codepoint);
+      return 0;
+   } else if (format == 6) {
+      stbtt_uint32 first = ttUSHORT(data + index_map + 6);
+      stbtt_uint32 count = ttUSHORT(data + index_map + 8);
+      if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)
+         return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);
+      return 0;
+   } else if (format == 2) {
+      STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean
+      return 0;
+   } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges
+      stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;
+      stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
+      stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
+      stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
+
+      // do a binary search of the segments
+      stbtt_uint32 endCount = index_map + 14;
+      stbtt_uint32 search = endCount;
+
+      if (unicode_codepoint > 0xffff)
+         return 0;
+
+      // they lie from endCount .. endCount + segCount
+      // but searchRange is the nearest power of two, so...
+      if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))
+         search += rangeShift*2;
+
+      // now decrement to bias correctly to find smallest
+      search -= 2;
+      while (entrySelector) {
+         stbtt_uint16 end;
+         searchRange >>= 1;
+         end = ttUSHORT(data + search + searchRange*2);
+         if (unicode_codepoint > end)
+            search += searchRange*2;
+         --entrySelector;
+      }
+      search += 2;
+
+      {
+         stbtt_uint16 offset, start;
+         stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
+
+         STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
+         start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
+         if (unicode_codepoint < start)
+            return 0;
+
+         offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
+         if (offset == 0)
+            return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
+
+         return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
+      }
+   } else if (format == 12 || format == 13) {
+      stbtt_uint32 ngroups = ttULONG(data+index_map+12);
+      stbtt_int32 low,high;
+      low = 0; high = (stbtt_int32)ngroups;
+      // Binary search the right group.
+      while (low < high) {
+         stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high
+         stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);
+         stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);
+         if ((stbtt_uint32) unicode_codepoint < start_char)
+            high = mid;
+         else if ((stbtt_uint32) unicode_codepoint > end_char)
+            low = mid+1;
+         else {
+            stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);
+            if (format == 12)
+               return start_glyph + unicode_codepoint-start_char;
+            else // format == 13
+               return start_glyph;
+         }
+      }
+      return 0; // not found
+   }
+   // @TODO
+   STBTT_assert(0);
+   return 0;
+}
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)
+{
+   return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);
+}
+
+static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)
+{
+   v->type = type;
+   v->x = (stbtt_int16) x;
+   v->y = (stbtt_int16) y;
+   v->cx = (stbtt_int16) cx;
+   v->cy = (stbtt_int16) cy;
+}
+
+static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)
+{
+   int g1,g2;
+
+   STBTT_assert(!info->cff.size);
+
+   if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range
+   if (info->indexToLocFormat >= 2)    return -1; // unknown index->glyph map format
+
+   if (info->indexToLocFormat == 0) {
+      g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;
+      g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;
+   } else {
+      g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);
+      g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);
+   }
+
+   return g1==g2 ? -1 : g1; // if length is 0, return -1
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+
+STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+   if (info->cff.size) {
+      stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);
+   } else {
+      int g = stbtt__GetGlyfOffset(info, glyph_index);
+      if (g < 0) return 0;
+
+      if (x0) *x0 = ttSHORT(info->data + g + 2);
+      if (y0) *y0 = ttSHORT(info->data + g + 4);
+      if (x1) *x1 = ttSHORT(info->data + g + 6);
+      if (y1) *y1 = ttSHORT(info->data + g + 8);
+   }
+   return 1;
+}
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)
+{
+   return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);
+}
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)
+{
+   stbtt_int16 numberOfContours;
+   int g;
+   if (info->cff.size)
+      return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;
+   g = stbtt__GetGlyfOffset(info, glyph_index);
+   if (g < 0) return 1;
+   numberOfContours = ttSHORT(info->data + g);
+   return numberOfContours == 0;
+}
+
+static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,
+    stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)
+{
+   if (start_off) {
+      if (was_off)
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);
+      stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);
+   } else {
+      if (was_off)
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);
+      else
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);
+   }
+   return num_vertices;
+}
+
+static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   stbtt_int16 numberOfContours;
+   stbtt_uint8 *endPtsOfContours;
+   stbtt_uint8 *data = info->data;
+   stbtt_vertex *vertices=0;
+   int num_vertices=0;
+   int g = stbtt__GetGlyfOffset(info, glyph_index);
+
+   *pvertices = NULL;
+
+   if (g < 0) return 0;
+
+   numberOfContours = ttSHORT(data + g);
+
+   if (numberOfContours > 0) {
+      stbtt_uint8 flags=0,flagcount;
+      stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;
+      stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;
+      stbtt_uint8 *points;
+      endPtsOfContours = (data + g + 10);
+      ins = ttUSHORT(data + g + 10 + numberOfContours * 2);
+      points = data + g + 10 + numberOfContours * 2 + 2 + ins;
+
+      n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);
+
+      m = n + 2*numberOfContours;  // a loose bound on how many vertices we might need
+      vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);
+      if (vertices == 0)
+         return 0;
+
+      next_move = 0;
+      flagcount=0;
+
+      // in first pass, we load uninterpreted data into the allocated array
+      // above, shifted to the end of the array so we won't overwrite it when
+      // we create our final data starting from the front
+
+      off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated
+
+      // first load flags
+
+      for (i=0; i < n; ++i) {
+         if (flagcount == 0) {
+            flags = *points++;
+            if (flags & 8)
+               flagcount = *points++;
+         } else
+            --flagcount;
+         vertices[off+i].type = flags;
+      }
+
+      // now load x coordinates
+      x=0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         if (flags & 2) {
+            stbtt_int16 dx = *points++;
+            x += (flags & 16) ? dx : -dx; // ???
+         } else {
+            if (!(flags & 16)) {
+               x = x + (stbtt_int16) (points[0]*256 + points[1]);
+               points += 2;
+            }
+         }
+         vertices[off+i].x = (stbtt_int16) x;
+      }
+
+      // now load y coordinates
+      y=0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         if (flags & 4) {
+            stbtt_int16 dy = *points++;
+            y += (flags & 32) ? dy : -dy; // ???
+         } else {
+            if (!(flags & 32)) {
+               y = y + (stbtt_int16) (points[0]*256 + points[1]);
+               points += 2;
+            }
+         }
+         vertices[off+i].y = (stbtt_int16) y;
+      }
+
+      // now convert them to our format
+      num_vertices=0;
+      sx = sy = cx = cy = scx = scy = 0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         x     = (stbtt_int16) vertices[off+i].x;
+         y     = (stbtt_int16) vertices[off+i].y;
+
+         if (next_move == i) {
+            if (i != 0)
+               num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+
+            // now start the new one               
+            start_off = !(flags & 1);
+            if (start_off) {
+               // if we start off with an off-curve point, then when we need to find a point on the curve
+               // where we can start, and we need to save some state for when we wraparound.
+               scx = x;
+               scy = y;
+               if (!(vertices[off+i+1].type & 1)) {
+                  // next point is also a curve point, so interpolate an on-point curve
+                  sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;
+                  sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;
+               } else {
+                  // otherwise just use the next point as our start point
+                  sx = (stbtt_int32) vertices[off+i+1].x;
+                  sy = (stbtt_int32) vertices[off+i+1].y;
+                  ++i; // we're using point i+1 as the starting point, so skip it
+               }
+            } else {
+               sx = x;
+               sy = y;
+            }
+            stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);
+            was_off = 0;
+            next_move = 1 + ttUSHORT(endPtsOfContours+j*2);
+            ++j;
+         } else {
+            if (!(flags & 1)) { // if it's a curve
+               if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);
+               cx = x;
+               cy = y;
+               was_off = 1;
+            } else {
+               if (was_off)
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);
+               else
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);
+               was_off = 0;
+            }
+         }
+      }
+      num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+   } else if (numberOfContours == -1) {
+      // Compound shapes.
+      int more = 1;
+      stbtt_uint8 *comp = data + g + 10;
+      num_vertices = 0;
+      vertices = 0;
+      while (more) {
+         stbtt_uint16 flags, gidx;
+         int comp_num_verts = 0, i;
+         stbtt_vertex *comp_verts = 0, *tmp = 0;
+         float mtx[6] = {1,0,0,1,0,0}, m, n;
+         
+         flags = ttSHORT(comp); comp+=2;
+         gidx = ttSHORT(comp); comp+=2;
+
+         if (flags & 2) { // XY values
+            if (flags & 1) { // shorts
+               mtx[4] = ttSHORT(comp); comp+=2;
+               mtx[5] = ttSHORT(comp); comp+=2;
+            } else {
+               mtx[4] = ttCHAR(comp); comp+=1;
+               mtx[5] = ttCHAR(comp); comp+=1;
+            }
+         }
+         else {
+            // @TODO handle matching point
+            STBTT_assert(0);
+         }
+         if (flags & (1<<3)) { // WE_HAVE_A_SCALE
+            mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = mtx[2] = 0;
+         } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE
+            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = mtx[2] = 0;
+            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+         } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO
+            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+         }
+         
+         // Find transformation scales.
+         m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
+         n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
+
+         // Get indexed glyph.
+         comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);
+         if (comp_num_verts > 0) {
+            // Transform vertices.
+            for (i = 0; i < comp_num_verts; ++i) {
+               stbtt_vertex* v = &comp_verts[i];
+               stbtt_vertex_type x,y;
+               x=v->x; y=v->y;
+               v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+               v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+               x=v->cx; y=v->cy;
+               v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+               v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+            }
+            // Append vertices.
+            tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);
+            if (!tmp) {
+               if (vertices) STBTT_free(vertices, info->userdata);
+               if (comp_verts) STBTT_free(comp_verts, info->userdata);
+               return 0;
+            }
+            if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
+            STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
+            if (vertices) STBTT_free(vertices, info->userdata);
+            vertices = tmp;
+            STBTT_free(comp_verts, info->userdata);
+            num_vertices += comp_num_verts;
+         }
+         // More components ?
+         more = flags & (1<<5);
+      }
+   } else if (numberOfContours < 0) {
+      // @TODO other compound variations?
+      STBTT_assert(0);
+   } else {
+      // numberOfCounters == 0, do nothing
+   }
+
+   *pvertices = vertices;
+   return num_vertices;
+}
+
+typedef struct
+{
+   int bounds;
+   int started;
+   float first_x, first_y;
+   float x, y;
+   stbtt_int32 min_x, max_x, min_y, max_y;
+
+   stbtt_vertex *pvertices;
+   int num_vertices;
+} stbtt__csctx;
+
+#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}
+
+static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)
+{
+   if (x > c->max_x || !c->started) c->max_x = x;
+   if (y > c->max_y || !c->started) c->max_y = y;
+   if (x < c->min_x || !c->started) c->min_x = x;
+   if (y < c->min_y || !c->started) c->min_y = y;
+   c->started = 1;
+}
+
+static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)
+{
+   if (c->bounds) {
+      stbtt__track_vertex(c, x, y);
+      if (type == STBTT_vcubic) {
+         stbtt__track_vertex(c, cx, cy);
+         stbtt__track_vertex(c, cx1, cy1);
+      }
+   } else {
+      stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);
+      c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;
+      c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;
+   }
+   c->num_vertices++;
+}
+
+static void stbtt__csctx_close_shape(stbtt__csctx *ctx)
+{
+   if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)
+      stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)
+{
+   stbtt__csctx_close_shape(ctx);
+   ctx->first_x = ctx->x = ctx->x + dx;
+   ctx->first_y = ctx->y = ctx->y + dy;
+   stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)
+{
+   ctx->x += dx;
+   ctx->y += dy;
+   stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)
+{
+   float cx1 = ctx->x + dx1;
+   float cy1 = ctx->y + dy1;
+   float cx2 = cx1 + dx2;
+   float cy2 = cy1 + dy2;
+   ctx->x = cx2 + dx3;
+   ctx->y = cy2 + dy3;
+   stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);
+}
+
+static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)
+{
+   int count = stbtt__cff_index_count(&idx);
+   int bias = 107;
+   if (count >= 33900)
+      bias = 32768;
+   else if (count >= 1240)
+      bias = 1131;
+   n += bias;
+   if (n < 0 || n >= count)
+      return stbtt__new_buf(NULL, 0);
+   return stbtt__cff_index_get(idx, n);
+}
+
+static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)
+{
+   stbtt__buf fdselect = info->fdselect;
+   int nranges, start, end, v, fmt, fdselector = -1, i;
+
+   stbtt__buf_seek(&fdselect, 0);
+   fmt = stbtt__buf_get8(&fdselect);
+   if (fmt == 0) {
+      // untested
+      stbtt__buf_skip(&fdselect, glyph_index);
+      fdselector = stbtt__buf_get8(&fdselect);
+   } else if (fmt == 3) {
+      nranges = stbtt__buf_get16(&fdselect);
+      start = stbtt__buf_get16(&fdselect);
+      for (i = 0; i < nranges; i++) {
+         v = stbtt__buf_get8(&fdselect);
+         end = stbtt__buf_get16(&fdselect);
+         if (glyph_index >= start && glyph_index < end) {
+            fdselector = v;
+            break;
+         }
+         start = end;
+      }
+   }
+   if (fdselector == -1) stbtt__new_buf(NULL, 0);
+   return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));
+}
+
+static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)
+{
+   int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;
+   int has_subrs = 0, clear_stack;
+   float s[48];
+   stbtt__buf subr_stack[10], subrs = info->subrs, b;
+   float f;
+
+#define STBTT__CSERR(s) (0)
+
+   // this currently ignores the initial width value, which isn't needed if we have hmtx
+   b = stbtt__cff_index_get(info->charstrings, glyph_index);
+   while (b.cursor < b.size) {
+      i = 0;
+      clear_stack = 1;
+      b0 = stbtt__buf_get8(&b);
+      switch (b0) {
+      // @TODO implement hinting
+      case 0x13: // hintmask
+      case 0x14: // cntrmask
+         if (in_header)
+            maskbits += (sp / 2); // implicit "vstem"
+         in_header = 0;
+         stbtt__buf_skip(&b, (maskbits + 7) / 8);
+         break;
+
+      case 0x01: // hstem
+      case 0x03: // vstem
+      case 0x12: // hstemhm
+      case 0x17: // vstemhm
+         maskbits += (sp / 2);
+         break;
+
+      case 0x15: // rmoveto
+         in_header = 0;
+         if (sp < 2) return STBTT__CSERR("rmoveto stack");
+         stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);
+         break;
+      case 0x04: // vmoveto
+         in_header = 0;
+         if (sp < 1) return STBTT__CSERR("vmoveto stack");
+         stbtt__csctx_rmove_to(c, 0, s[sp-1]);
+         break;
+      case 0x16: // hmoveto
+         in_header = 0;
+         if (sp < 1) return STBTT__CSERR("hmoveto stack");
+         stbtt__csctx_rmove_to(c, s[sp-1], 0);
+         break;
+
+      case 0x05: // rlineto
+         if (sp < 2) return STBTT__CSERR("rlineto stack");
+         for (; i + 1 < sp; i += 2)
+            stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         break;
+
+      // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical
+      // starting from a different place.
+
+      case 0x07: // vlineto
+         if (sp < 1) return STBTT__CSERR("vlineto stack");
+         goto vlineto;
+      case 0x06: // hlineto
+         if (sp < 1) return STBTT__CSERR("hlineto stack");
+         for (;;) {
+            if (i >= sp) break;
+            stbtt__csctx_rline_to(c, s[i], 0);
+            i++;
+      vlineto:
+            if (i >= sp) break;
+            stbtt__csctx_rline_to(c, 0, s[i]);
+            i++;
+         }
+         break;
+
+      case 0x1F: // hvcurveto
+         if (sp < 4) return STBTT__CSERR("hvcurveto stack");
+         goto hvcurveto;
+      case 0x1E: // vhcurveto
+         if (sp < 4) return STBTT__CSERR("vhcurveto stack");
+         for (;;) {
+            if (i + 3 >= sp) break;
+            stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);
+            i += 4;
+      hvcurveto:
+            if (i + 3 >= sp) break;
+            stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);
+            i += 4;
+         }
+         break;
+
+      case 0x08: // rrcurveto
+         if (sp < 6) return STBTT__CSERR("rcurveline stack");
+         for (; i + 5 < sp; i += 6)
+            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         break;
+
+      case 0x18: // rcurveline
+         if (sp < 8) return STBTT__CSERR("rcurveline stack");
+         for (; i + 5 < sp - 2; i += 6)
+            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack");
+         stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         break;
+
+      case 0x19: // rlinecurve
+         if (sp < 8) return STBTT__CSERR("rlinecurve stack");
+         for (; i + 1 < sp - 6; i += 2)
+            stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack");
+         stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         break;
+
+      case 0x1A: // vvcurveto
+      case 0x1B: // hhcurveto
+         if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack");
+         f = 0.0;
+         if (sp & 1) { f = s[i]; i++; }
+         for (; i + 3 < sp; i += 4) {
+            if (b0 == 0x1B)
+               stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);
+            else
+               stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);
+            f = 0.0;
+         }
+         break;
+
+      case 0x0A: // callsubr
+         if (!has_subrs) {
+            if (info->fdselect.size)
+               subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);
+            has_subrs = 1;
+         }
+         // fallthrough
+      case 0x1D: // callgsubr
+         if (sp < 1) return STBTT__CSERR("call(g|)subr stack");
+         v = (int) s[--sp];
+         if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit");
+         subr_stack[subr_stack_height++] = b;
+         b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);
+         if (b.size == 0) return STBTT__CSERR("subr not found");
+         b.cursor = 0;
+         clear_stack = 0;
+         break;
+
+      case 0x0B: // return
+         if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr");
+         b = subr_stack[--subr_stack_height];
+         clear_stack = 0;
+         break;
+
+      case 0x0E: // endchar
+         stbtt__csctx_close_shape(c);
+         return 1;
+
+      case 0x0C: { // two-byte escape
+         float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;
+         float dx, dy;
+         int b1 = stbtt__buf_get8(&b);
+         switch (b1) {
+         // @TODO These "flex" implementations ignore the flex-depth and resolution,
+         // and always draw beziers.
+         case 0x22: // hflex
+            if (sp < 7) return STBTT__CSERR("hflex stack");
+            dx1 = s[0];
+            dx2 = s[1];
+            dy2 = s[2];
+            dx3 = s[3];
+            dx4 = s[4];
+            dx5 = s[5];
+            dx6 = s[6];
+            stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);
+            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);
+            break;
+
+         case 0x23: // flex
+            if (sp < 13) return STBTT__CSERR("flex stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dy3 = s[5];
+            dx4 = s[6];
+            dy4 = s[7];
+            dx5 = s[8];
+            dy5 = s[9];
+            dx6 = s[10];
+            dy6 = s[11];
+            //fd is s[12]
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+            break;
+
+         case 0x24: // hflex1
+            if (sp < 9) return STBTT__CSERR("hflex1 stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dx4 = s[5];
+            dx5 = s[6];
+            dy5 = s[7];
+            dx6 = s[8];
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);
+            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));
+            break;
+
+         case 0x25: // flex1
+            if (sp < 11) return STBTT__CSERR("flex1 stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dy3 = s[5];
+            dx4 = s[6];
+            dy4 = s[7];
+            dx5 = s[8];
+            dy5 = s[9];
+            dx6 = dy6 = s[10];
+            dx = dx1+dx2+dx3+dx4+dx5;
+            dy = dy1+dy2+dy3+dy4+dy5;
+            if (STBTT_fabs(dx) > STBTT_fabs(dy))
+               dy6 = -dy;
+            else
+               dx6 = -dx;
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+            break;
+
+         default:
+            return STBTT__CSERR("unimplemented");
+         }
+      } break;
+
+      default:
+         if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254))
+            return STBTT__CSERR("reserved operator");
+
+         // push immediate
+         if (b0 == 255) {
+            f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000;
+         } else {
+            stbtt__buf_skip(&b, -1);
+            f = (float)(stbtt_int16)stbtt__cff_int(&b);
+         }
+         if (sp >= 48) return STBTT__CSERR("push stack overflow");
+         s[sp++] = f;
+         clear_stack = 0;
+         break;
+      }
+      if (clear_stack) sp = 0;
+   }
+   return STBTT__CSERR("no endchar");
+
+#undef STBTT__CSERR
+}
+
+static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   // runs the charstring twice, once to count and once to output (to avoid realloc)
+   stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);
+   stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);
+   if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {
+      *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);
+      output_ctx.pvertices = *pvertices;
+      if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {
+         STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);
+         return output_ctx.num_vertices;
+      }
+   }
+   *pvertices = NULL;
+   return 0;
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+   stbtt__csctx c = STBTT__CSCTX_INIT(1);
+   int r = stbtt__run_charstring(info, glyph_index, &c);
+   if (x0)  *x0 = r ? c.min_x : 0;
+   if (y0)  *y0 = r ? c.min_y : 0;
+   if (x1)  *x1 = r ? c.max_x : 0;
+   if (y1)  *y1 = r ? c.max_y : 0;
+   return r ? c.num_vertices : 0;
+}
+
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   if (!info->cff.size)
+      return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);
+   else
+      return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);
+}
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)
+{
+   stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);
+   if (glyph_index < numOfLongHorMetrics) {
+      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*glyph_index);
+      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);
+   } else {
+      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));
+      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));
+   }
+}
+
+static int  stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+   stbtt_uint8 *data = info->data + info->kern;
+   stbtt_uint32 needle, straw;
+   int l, r, m;
+
+   // we only look at the first table. it must be 'horizontal' and format 0.
+   if (!info->kern)
+      return 0;
+   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+      return 0;
+   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+      return 0;
+
+   l = 0;
+   r = ttUSHORT(data+10) - 1;
+   needle = glyph1 << 16 | glyph2;
+   while (l <= r) {
+      m = (l + r) >> 1;
+      straw = ttULONG(data+18+(m*6)); // note: unaligned read
+      if (needle < straw)
+         r = m - 1;
+      else if (needle > straw)
+         l = m + 1;
+      else
+         return ttSHORT(data+22+(m*6));
+   }
+   return 0;
+}
+
+static stbtt_int32  stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)
+{
+    stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);
+    switch(coverageFormat) {
+        case 1: {
+            stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);
+
+            // Binary search.
+            stbtt_int32 l=0, r=glyphCount-1, m;
+            int straw, needle=glyph;
+            while (l <= r) {
+                stbtt_uint8 *glyphArray = coverageTable + 4;
+                stbtt_uint16 glyphID;
+                m = (l + r) >> 1;
+                glyphID = ttUSHORT(glyphArray + 2 * m);
+                straw = glyphID;
+                if (needle < straw)
+                    r = m - 1;
+                else if (needle > straw)
+                    l = m + 1;
+                else {
+                     return m;
+                }
+            }
+        } break;
+
+        case 2: {
+            stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);
+            stbtt_uint8 *rangeArray = coverageTable + 4;
+
+            // Binary search.
+            stbtt_int32 l=0, r=rangeCount-1, m;
+            int strawStart, strawEnd, needle=glyph;
+            while (l <= r) {
+                stbtt_uint8 *rangeRecord;
+                m = (l + r) >> 1;
+                rangeRecord = rangeArray + 6 * m;
+                strawStart = ttUSHORT(rangeRecord);
+                strawEnd = ttUSHORT(rangeRecord + 2);
+                if (needle < strawStart)
+                    r = m - 1;
+                else if (needle > strawEnd)
+                    l = m + 1;
+                else {
+                    stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);
+                    return startCoverageIndex + glyph - strawStart;
+                }
+            }
+        } break;
+
+        default: {
+            // There are no other cases.
+            STBTT_assert(0);
+        } break;
+    }
+
+    return -1;
+}
+
+static stbtt_int32  stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
+{
+    stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);
+    switch(classDefFormat)
+    {
+        case 1: {
+            stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);
+            stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);
+            stbtt_uint8 *classDef1ValueArray = classDefTable + 6;
+
+            if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
+                return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
+
+            classDefTable = classDef1ValueArray + 2 * glyphCount;
+        } break;
+
+        case 2: {
+            stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);
+            stbtt_uint8 *classRangeRecords = classDefTable + 4;
+
+            // Binary search.
+            stbtt_int32 l=0, r=classRangeCount-1, m;
+            int strawStart, strawEnd, needle=glyph;
+            while (l <= r) {
+                stbtt_uint8 *classRangeRecord;
+                m = (l + r) >> 1;
+                classRangeRecord = classRangeRecords + 6 * m;
+                strawStart = ttUSHORT(classRangeRecord);
+                strawEnd = ttUSHORT(classRangeRecord + 2);
+                if (needle < strawStart)
+                    r = m - 1;
+                else if (needle > strawEnd)
+                    l = m + 1;
+                else
+                    return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
+            }
+
+            classDefTable = classRangeRecords + 6 * classRangeCount;
+        } break;
+
+        default: {
+            // There are no other cases.
+            STBTT_assert(0);
+        } break;
+    }
+
+    return -1;
+}
+
+// Define to STBTT_assert(x) if you want to break on unimplemented formats.
+#define STBTT_GPOS_TODO_assert(x)
+
+static stbtt_int32  stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+    stbtt_uint16 lookupListOffset;
+    stbtt_uint8 *lookupList;
+    stbtt_uint16 lookupCount;
+    stbtt_uint8 *data;
+    stbtt_int32 i;
+
+    if (!info->gpos) return 0;
+
+    data = info->data + info->gpos;
+
+    if (ttUSHORT(data+0) != 1) return 0; // Major version 1
+    if (ttUSHORT(data+2) != 0) return 0; // Minor version 0
+
+    lookupListOffset = ttUSHORT(data+8);
+    lookupList = data + lookupListOffset;
+    lookupCount = ttUSHORT(lookupList);
+
+    for (i=0; i<lookupCount; ++i) {
+        stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
+        stbtt_uint8 *lookupTable = lookupList + lookupOffset;
+
+        stbtt_uint16 lookupType = ttUSHORT(lookupTable);
+        stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
+        stbtt_uint8 *subTableOffsets = lookupTable + 6;
+        switch(lookupType) {
+            case 2: { // Pair Adjustment Positioning Subtable
+                stbtt_int32 sti;
+                for (sti=0; sti<subTableCount; sti++) {
+                    stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
+                    stbtt_uint8 *table = lookupTable + subtableOffset;
+                    stbtt_uint16 posFormat = ttUSHORT(table);
+                    stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
+                    stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
+                    if (coverageIndex == -1) continue;
+
+                    switch (posFormat) {
+                        case 1: {
+                            stbtt_int32 l, r, m;
+                            int straw, needle;
+                            stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
+                            stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
+                            stbtt_int32 valueRecordPairSizeInBytes = 2;
+                            stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
+                            stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
+                            stbtt_uint8 *pairValueTable = table + pairPosOffset;
+                            stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
+                            stbtt_uint8 *pairValueArray = pairValueTable + 2;
+                            // TODO: Support more formats.
+                            STBTT_GPOS_TODO_assert(valueFormat1 == 4);
+                            if (valueFormat1 != 4) return 0;
+                            STBTT_GPOS_TODO_assert(valueFormat2 == 0);
+                            if (valueFormat2 != 0) return 0;
+
+                            STBTT_assert(coverageIndex < pairSetCount);
+                            STBTT__NOTUSED(pairSetCount);
+
+                            needle=glyph2;
+                            r=pairValueCount-1;
+                            l=0;
+
+                            // Binary search.
+                            while (l <= r) {
+                                stbtt_uint16 secondGlyph;
+                                stbtt_uint8 *pairValue;
+                                m = (l + r) >> 1;
+                                pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;
+                                secondGlyph = ttUSHORT(pairValue);
+                                straw = secondGlyph;
+                                if (needle < straw)
+                                    r = m - 1;
+                                else if (needle > straw)
+                                    l = m + 1;
+                                else {
+                                    stbtt_int16 xAdvance = ttSHORT(pairValue + 2);
+                                    return xAdvance;
+                                }
+                            }
+                        } break;
+
+                        case 2: {
+                            stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
+                            stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
+
+                            stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);
+                            stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);
+                            int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);
+                            int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);
+
+                            stbtt_uint16 class1Count = ttUSHORT(table + 12);
+                            stbtt_uint16 class2Count = ttUSHORT(table + 14);
+                            STBTT_assert(glyph1class < class1Count);
+                            STBTT_assert(glyph2class < class2Count);
+
+                            // TODO: Support more formats.
+                            STBTT_GPOS_TODO_assert(valueFormat1 == 4);
+                            if (valueFormat1 != 4) return 0;
+                            STBTT_GPOS_TODO_assert(valueFormat2 == 0);
+                            if (valueFormat2 != 0) return 0;
+
+                            if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) {
+                                stbtt_uint8 *class1Records = table + 16;
+                                stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count);
+                                stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class);
+                                return xAdvance;
+                            }
+                        } break;
+
+                        default: {
+                            // There are no other cases.
+                            STBTT_assert(0);
+                            break;
+                        };
+                    }
+                }
+                break;
+            };
+
+            default:
+                // TODO: Implement other stuff.
+                break;
+        }
+    }
+
+    return 0;
+}
+
+STBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)
+{
+   int xAdvance = 0;
+
+   if (info->gpos)
+      xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);
+
+   if (info->kern)
+      xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);
+
+   return xAdvance;
+}
+
+STBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)
+{
+   if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs
+      return 0;
+   return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));
+}
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)
+{
+   stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);
+}
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)
+{
+   if (ascent ) *ascent  = ttSHORT(info->data+info->hhea + 4);
+   if (descent) *descent = ttSHORT(info->data+info->hhea + 6);
+   if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);
+}
+
+STBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap)
+{
+   int tab = stbtt__find_table(info->data, info->fontstart, "OS/2");
+   if (!tab)
+      return 0;
+   if (typoAscent ) *typoAscent  = ttSHORT(info->data+tab + 68);
+   if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70);
+   if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72);
+   return 1;
+}
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)
+{
+   *x0 = ttSHORT(info->data + info->head + 36);
+   *y0 = ttSHORT(info->data + info->head + 38);
+   *x1 = ttSHORT(info->data + info->head + 40);
+   *y1 = ttSHORT(info->data + info->head + 42);
+}
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)
+{
+   int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);
+   return (float) height / fheight;
+}
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)
+{
+   int unitsPerEm = ttUSHORT(info->data + info->head + 18);
+   return pixels / unitsPerEm;
+}
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
+{
+   STBTT_free(v, info->userdata);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// antialiasing software rasterizer
+//
+
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning
+   if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {
+      // e.g. space character
+      if (ix0) *ix0 = 0;
+      if (iy0) *iy0 = 0;
+      if (ix1) *ix1 = 0;
+      if (iy1) *iy1 = 0;
+   } else {
+      // move to integral bboxes (treating pixels as little squares, what pixels get touched)?
+      if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);
+      if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);
+      if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);
+      if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);
+   }
+}
+
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//  Rasterizer
+
+typedef struct stbtt__hheap_chunk
+{
+   struct stbtt__hheap_chunk *next;
+} stbtt__hheap_chunk;
+
+typedef struct stbtt__hheap
+{
+   struct stbtt__hheap_chunk *head;
+   void   *first_free;
+   int    num_remaining_in_head_chunk;
+} stbtt__hheap;
+
+static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)
+{
+   if (hh->first_free) {
+      void *p = hh->first_free;
+      hh->first_free = * (void **) p;
+      return p;
+   } else {
+      if (hh->num_remaining_in_head_chunk == 0) {
+         int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);
+         stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);
+         if (c == NULL)
+            return NULL;
+         c->next = hh->head;
+         hh->head = c;
+         hh->num_remaining_in_head_chunk = count;
+      }
+      --hh->num_remaining_in_head_chunk;
+      return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk;
+   }
+}
+
+static void stbtt__hheap_free(stbtt__hheap *hh, void *p)
+{
+   *(void **) p = hh->first_free;
+   hh->first_free = p;
+}
+
+static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)
+{
+   stbtt__hheap_chunk *c = hh->head;
+   while (c) {
+      stbtt__hheap_chunk *n = c->next;
+      STBTT_free(c, userdata);
+      c = n;
+   }
+}
+
+typedef struct stbtt__edge {
+   float x0,y0, x1,y1;
+   int invert;
+} stbtt__edge;
+
+
+typedef struct stbtt__active_edge
+{
+   struct stbtt__active_edge *next;
+   #if STBTT_RASTERIZER_VERSION==1
+   int x,dx;
+   float ey;
+   int direction;
+   #elif STBTT_RASTERIZER_VERSION==2
+   float fx,fdx,fdy;
+   float direction;
+   float sy;
+   float ey;
+   #else
+   #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+   #endif
+} stbtt__active_edge;
+
+#if STBTT_RASTERIZER_VERSION == 1
+#define STBTT_FIXSHIFT   10
+#define STBTT_FIX        (1 << STBTT_FIXSHIFT)
+#define STBTT_FIXMASK    (STBTT_FIX-1)
+
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+   STBTT_assert(z != NULL);
+   if (!z) return z;
+   
+   // round dx down to avoid overshooting
+   if (dxdy < 0)
+      z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);
+   else
+      z->dx = STBTT_ifloor(STBTT_FIX * dxdy);
+
+   z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount
+   z->x -= off_x * STBTT_FIX;
+
+   z->ey = e->y1;
+   z->next = 0;
+   z->direction = e->invert ? 1 : -1;
+   return z;
+}
+#elif STBTT_RASTERIZER_VERSION == 2
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+   STBTT_assert(z != NULL);
+   //STBTT_assert(e->y0 <= start_point);
+   if (!z) return z;
+   z->fdx = dxdy;
+   z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;
+   z->fx = e->x0 + dxdy * (start_point - e->y0);
+   z->fx -= off_x;
+   z->direction = e->invert ? 1.0f : -1.0f;
+   z->sy = e->y0;
+   z->ey = e->y1;
+   z->next = 0;
+   return z;
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#if STBTT_RASTERIZER_VERSION == 1
+// note: this routine clips fills that extend off the edges... ideally this
+// wouldn't happen, but it could happen if the truetype glyph bounding boxes
+// are wrong, or if the user supplies a too-small bitmap
+static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)
+{
+   // non-zero winding fill
+   int x0=0, w=0;
+
+   while (e) {
+      if (w == 0) {
+         // if we're currently at zero, we need to record the edge start point
+         x0 = e->x; w += e->direction;
+      } else {
+         int x1 = e->x; w += e->direction;
+         // if we went to zero, we need to draw
+         if (w == 0) {
+            int i = x0 >> STBTT_FIXSHIFT;
+            int j = x1 >> STBTT_FIXSHIFT;
+
+            if (i < len && j >= 0) {
+               if (i == j) {
+                  // x0,x1 are the same pixel, so compute combined coverage
+                  scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);
+               } else {
+                  if (i >= 0) // add antialiasing for x0
+                     scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);
+                  else
+                     i = -1; // clip
+
+                  if (j < len) // add antialiasing for x1
+                     scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);
+                  else
+                     j = len; // clip
+
+                  for (++i; i < j; ++i) // fill pixels between x0 and x1
+                     scanline[i] = scanline[i] + (stbtt_uint8) max_weight;
+               }
+            }
+         }
+      }
+      
+      e = e->next;
+   }
+}
+
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+   stbtt__hheap hh = { 0, 0, 0 };
+   stbtt__active_edge *active = NULL;
+   int y,j=0;
+   int max_weight = (255 / vsubsample);  // weight per vertical scanline
+   int s; // vertical subsample index
+   unsigned char scanline_data[512], *scanline;
+
+   if (result->w > 512)
+      scanline = (unsigned char *) STBTT_malloc(result->w, userdata);
+   else
+      scanline = scanline_data;
+
+   y = off_y * vsubsample;
+   e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;
+
+   while (j < result->h) {
+      STBTT_memset(scanline, 0, result->w);
+      for (s=0; s < vsubsample; ++s) {
+         // find center of pixel for this scanline
+         float scan_y = y + 0.5f;
+         stbtt__active_edge **step = &active;
+
+         // update all active edges;
+         // remove all active edges that terminate before the center of this scanline
+         while (*step) {
+            stbtt__active_edge * z = *step;
+            if (z->ey <= scan_y) {
+               *step = z->next; // delete from list
+               STBTT_assert(z->direction);
+               z->direction = 0;
+               stbtt__hheap_free(&hh, z);
+            } else {
+               z->x += z->dx; // advance to position for current scanline
+               step = &((*step)->next); // advance through list
+            }
+         }
+
+         // resort the list if needed
+         for(;;) {
+            int changed=0;
+            step = &active;
+            while (*step && (*step)->next) {
+               if ((*step)->x > (*step)->next->x) {
+                  stbtt__active_edge *t = *step;
+                  stbtt__active_edge *q = t->next;
+
+                  t->next = q->next;
+                  q->next = t;
+                  *step = q;
+                  changed = 1;
+               }
+               step = &(*step)->next;
+            }
+            if (!changed) break;
+         }
+
+         // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline
+         while (e->y0 <= scan_y) {
+            if (e->y1 > scan_y) {
+               stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);
+               if (z != NULL) {
+                  // find insertion point
+                  if (active == NULL)
+                     active = z;
+                  else if (z->x < active->x) {
+                     // insert at front
+                     z->next = active;
+                     active = z;
+                  } else {
+                     // find thing to insert AFTER
+                     stbtt__active_edge *p = active;
+                     while (p->next && p->next->x < z->x)
+                        p = p->next;
+                     // at this point, p->next->x is NOT < z->x
+                     z->next = p->next;
+                     p->next = z;
+                  }
+               }
+            }
+            ++e;
+         }
+
+         // now process all active edges in XOR fashion
+         if (active)
+            stbtt__fill_active_edges(scanline, result->w, active, max_weight);
+
+         ++y;
+      }
+      STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);
+      ++j;
+   }
+
+   stbtt__hheap_cleanup(&hh, userdata);
+
+   if (scanline != scanline_data)
+      STBTT_free(scanline, userdata);
+}
+
+#elif STBTT_RASTERIZER_VERSION == 2
+
+// the edge passed in here does not cross the vertical line at x or the vertical line at x+1
+// (i.e. it has already been clipped to those)
+static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)
+{
+   if (y0 == y1) return;
+   STBTT_assert(y0 < y1);
+   STBTT_assert(e->sy <= e->ey);
+   if (y0 > e->ey) return;
+   if (y1 < e->sy) return;
+   if (y0 < e->sy) {
+      x0 += (x1-x0) * (e->sy - y0) / (y1-y0);
+      y0 = e->sy;
+   }
+   if (y1 > e->ey) {
+      x1 += (x1-x0) * (e->ey - y1) / (y1-y0);
+      y1 = e->ey;
+   }
+
+   if (x0 == x)
+      STBTT_assert(x1 <= x+1);
+   else if (x0 == x+1)
+      STBTT_assert(x1 >= x);
+   else if (x0 <= x)
+      STBTT_assert(x1 <= x);
+   else if (x0 >= x+1)
+      STBTT_assert(x1 >= x+1);
+   else
+      STBTT_assert(x1 >= x && x1 <= x+1);
+
+   if (x0 <= x && x1 <= x)
+      scanline[x] += e->direction * (y1-y0);
+   else if (x0 >= x+1 && x1 >= x+1)
+      ;
+   else {
+      STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);
+      scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position
+   }
+}
+
+static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
+{
+   float y_bottom = y_top+1;
+
+   while (e) {
+      // brute force every pixel
+
+      // compute intersection points with top & bottom
+      STBTT_assert(e->ey >= y_top);
+
+      if (e->fdx == 0) {
+         float x0 = e->fx;
+         if (x0 < len) {
+            if (x0 >= 0) {
+               stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);
+               stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);
+            } else {
+               stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);
+            }
+         }
+      } else {
+         float x0 = e->fx;
+         float dx = e->fdx;
+         float xb = x0 + dx;
+         float x_top, x_bottom;
+         float sy0,sy1;
+         float dy = e->fdy;
+         STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);
+
+         // compute endpoints of line segment clipped to this scanline (if the
+         // line segment starts on this scanline. x0 is the intersection of the
+         // line with y_top, but that may be off the line segment.
+         if (e->sy > y_top) {
+            x_top = x0 + dx * (e->sy - y_top);
+            sy0 = e->sy;
+         } else {
+            x_top = x0;
+            sy0 = y_top;
+         }
+         if (e->ey < y_bottom) {
+            x_bottom = x0 + dx * (e->ey - y_top);
+            sy1 = e->ey;
+         } else {
+            x_bottom = xb;
+            sy1 = y_bottom;
+         }
+
+         if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {
+            // from here on, we don't have to range check x values
+
+            if ((int) x_top == (int) x_bottom) {
+               float height;
+               // simple case, only spans one pixel
+               int x = (int) x_top;
+               height = sy1 - sy0;
+               STBTT_assert(x >= 0 && x < len);
+               scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2)  * height;
+               scanline_fill[x] += e->direction * height; // everything right of this pixel is filled
+            } else {
+               int x,x1,x2;
+               float y_crossing, step, sign, area;
+               // covers 2+ pixels
+               if (x_top > x_bottom) {
+                  // flip scanline vertically; signed area is the same
+                  float t;
+                  sy0 = y_bottom - (sy0 - y_top);
+                  sy1 = y_bottom - (sy1 - y_top);
+                  t = sy0, sy0 = sy1, sy1 = t;
+                  t = x_bottom, x_bottom = x_top, x_top = t;
+                  dx = -dx;
+                  dy = -dy;
+                  t = x0, x0 = xb, xb = t;
+               }
+
+               x1 = (int) x_top;
+               x2 = (int) x_bottom;
+               // compute intersection with y axis at x1+1
+               y_crossing = (x1+1 - x0) * dy + y_top;
+
+               sign = e->direction;
+               // area of the rectangle covered from y0..y_crossing
+               area = sign * (y_crossing-sy0);
+               // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)
+               scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);
+
+               step = sign * dy;
+               for (x = x1+1; x < x2; ++x) {
+                  scanline[x] += area + step/2;
+                  area += step;
+               }
+               y_crossing += dy * (x2 - (x1+1));
+
+               STBTT_assert(STBTT_fabs(area) <= 1.01f);
+
+               scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);
+
+               scanline_fill[x2] += sign * (sy1-sy0);
+            }
+         } else {
+            // if edge goes outside of box we're drawing, we require
+            // clipping logic. since this does not match the intended use
+            // of this library, we use a different, very slow brute
+            // force implementation
+            int x;
+            for (x=0; x < len; ++x) {
+               // cases:
+               //
+               // there can be up to two intersections with the pixel. any intersection
+               // with left or right edges can be handled by splitting into two (or three)
+               // regions. intersections with top & bottom do not necessitate case-wise logic.
+               //
+               // the old way of doing this found the intersections with the left & right edges,
+               // then used some simple logic to produce up to three segments in sorted order
+               // from top-to-bottom. however, this had a problem: if an x edge was epsilon
+               // across the x border, then the corresponding y position might not be distinct
+               // from the other y segment, and it might ignored as an empty segment. to avoid
+               // that, we need to explicitly produce segments based on x positions.
+
+               // rename variables to clearly-defined pairs
+               float y0 = y_top;
+               float x1 = (float) (x);
+               float x2 = (float) (x+1);
+               float x3 = xb;
+               float y3 = y_bottom;
+
+               // x = e->x + e->dx * (y-y_top)
+               // (y-y_top) = (x - e->x) / e->dx
+               // y = (x - e->x) / e->dx + y_top
+               float y1 = (x - x0) / dx + y_top;
+               float y2 = (x+1 - x0) / dx + y_top;
+
+               if (x0 < x1 && x3 > x2) {         // three segments descending down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else if (x3 < x1 && x0 > x2) {  // three segments descending down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x0 < x1 && x3 > x1) {  // two segments across x, down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x3 < x1 && x0 > x1) {  // two segments across x, down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x0 < x2 && x3 > x2) {  // two segments across x+1, down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else if (x3 < x2 && x0 > x2) {  // two segments across x+1, down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else {  // one segment
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);
+               }
+            }
+         }
+      }
+      e = e->next;
+   }
+}
+
+// directly AA rasterize edges w/o supersampling
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+   stbtt__hheap hh = { 0, 0, 0 };
+   stbtt__active_edge *active = NULL;
+   int y,j=0, i;
+   float scanline_data[129], *scanline, *scanline2;
+
+   STBTT__NOTUSED(vsubsample);
+
+   if (result->w > 64)
+      scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);
+   else
+      scanline = scanline_data;
+
+   scanline2 = scanline + result->w;
+
+   y = off_y;
+   e[n].y0 = (float) (off_y + result->h) + 1;
+
+   while (j < result->h) {
+      // find center of pixel for this scanline
+      float scan_y_top    = y + 0.0f;
+      float scan_y_bottom = y + 1.0f;
+      stbtt__active_edge **step = &active;
+
+      STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));
+      STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));
+
+      // update all active edges;
+      // remove all active edges that terminate before the top of this scanline
+      while (*step) {
+         stbtt__active_edge * z = *step;
+         if (z->ey <= scan_y_top) {
+            *step = z->next; // delete from list
+            STBTT_assert(z->direction);
+            z->direction = 0;
+            stbtt__hheap_free(&hh, z);
+         } else {
+            step = &((*step)->next); // advance through list
+         }
+      }
+
+      // insert all edges that start before the bottom of this scanline
+      while (e->y0 <= scan_y_bottom) {
+         if (e->y0 != e->y1) {
+            stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
+            if (z != NULL) {
+               STBTT_assert(z->ey >= scan_y_top);
+               // insert at front
+               z->next = active;
+               active = z;
+            }
+         }
+         ++e;
+      }
+
+      // now process all active edges
+      if (active)
+         stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);
+
+      {
+         float sum = 0;
+         for (i=0; i < result->w; ++i) {
+            float k;
+            int m;
+            sum += scanline2[i];
+            k = scanline[i] + sum;
+            k = (float) STBTT_fabs(k)*255 + 0.5f;
+            m = (int) k;
+            if (m > 255) m = 255;
+            result->pixels[j*result->stride + i] = (unsigned char) m;
+         }
+      }
+      // advance all the edges
+      step = &active;
+      while (*step) {
+         stbtt__active_edge *z = *step;
+         z->fx += z->fdx; // advance to position for current scanline
+         step = &((*step)->next); // advance through list
+      }
+
+      ++y;
+      ++j;
+   }
+
+   stbtt__hheap_cleanup(&hh, userdata);
+
+   if (scanline != scanline_data)
+      STBTT_free(scanline, userdata);
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#define STBTT__COMPARE(a,b)  ((a)->y0 < (b)->y0)
+
+static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
+{
+   int i,j;
+   for (i=1; i < n; ++i) {
+      stbtt__edge t = p[i], *a = &t;
+      j = i;
+      while (j > 0) {
+         stbtt__edge *b = &p[j-1];
+         int c = STBTT__COMPARE(a,b);
+         if (!c) break;
+         p[j] = p[j-1];
+         --j;
+      }
+      if (i != j)
+         p[j] = t;
+   }
+}
+
+static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
+{
+   /* threshhold for transitioning to insertion sort */
+   while (n > 12) {
+      stbtt__edge t;
+      int c01,c12,c,m,i,j;
+
+      /* compute median of three */
+      m = n >> 1;
+      c01 = STBTT__COMPARE(&p[0],&p[m]);
+      c12 = STBTT__COMPARE(&p[m],&p[n-1]);
+      /* if 0 >= mid >= end, or 0 < mid < end, then use mid */
+      if (c01 != c12) {
+         /* otherwise, we'll need to swap something else to middle */
+         int z;
+         c = STBTT__COMPARE(&p[0],&p[n-1]);
+         /* 0>mid && mid<n:  0>n => n; 0<n => 0 */
+         /* 0<mid && mid>n:  0>n => 0; 0<n => n */
+         z = (c == c12) ? 0 : n-1;
+         t = p[z];
+         p[z] = p[m];
+         p[m] = t;
+      }
+      /* now p[m] is the median-of-three */
+      /* swap it to the beginning so it won't move around */
+      t = p[0];
+      p[0] = p[m];
+      p[m] = t;
+
+      /* partition loop */
+      i=1;
+      j=n-1;
+      for(;;) {
+         /* handling of equality is crucial here */
+         /* for sentinels & efficiency with duplicates */
+         for (;;++i) {
+            if (!STBTT__COMPARE(&p[i], &p[0])) break;
+         }
+         for (;;--j) {
+            if (!STBTT__COMPARE(&p[0], &p[j])) break;
+         }
+         /* make sure we haven't crossed */
+         if (i >= j) break;
+         t = p[i];
+         p[i] = p[j];
+         p[j] = t;
+
+         ++i;
+         --j;
+      }
+      /* recurse on smaller side, iterate on larger */
+      if (j < (n-i)) {
+         stbtt__sort_edges_quicksort(p,j);
+         p = p+i;
+         n = n-i;
+      } else {
+         stbtt__sort_edges_quicksort(p+i, n-i);
+         n = j;
+      }
+   }
+}
+
+static void stbtt__sort_edges(stbtt__edge *p, int n)
+{
+   stbtt__sort_edges_quicksort(p, n);
+   stbtt__sort_edges_ins_sort(p, n);
+}
+
+typedef struct
+{
+   float x,y;
+} stbtt__point;
+
+static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)
+{
+   float y_scale_inv = invert ? -scale_y : scale_y;
+   stbtt__edge *e;
+   int n,i,j,k,m;
+#if STBTT_RASTERIZER_VERSION == 1
+   int vsubsample = result->h < 8 ? 15 : 5;
+#elif STBTT_RASTERIZER_VERSION == 2
+   int vsubsample = 1;
+#else
+   #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+   // vsubsample should divide 255 evenly; otherwise we won't reach full opacity
+
+   // now we have to blow out the windings into explicit edge lists
+   n = 0;
+   for (i=0; i < windings; ++i)
+      n += wcount[i];
+
+   e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel
+   if (e == 0) return;
+   n = 0;
+
+   m=0;
+   for (i=0; i < windings; ++i) {
+      stbtt__point *p = pts + m;
+      m += wcount[i];
+      j = wcount[i]-1;
+      for (k=0; k < wcount[i]; j=k++) {
+         int a=k,b=j;
+         // skip the edge if horizontal
+         if (p[j].y == p[k].y)
+            continue;
+         // add edge from j to k to the list
+         e[n].invert = 0;
+         if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {
+            e[n].invert = 1;
+            a=j,b=k;
+         }
+         e[n].x0 = p[a].x * scale_x + shift_x;
+         e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;
+         e[n].x1 = p[b].x * scale_x + shift_x;
+         e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;
+         ++n;
+      }
+   }
+
+   // now sort the edges by their highest point (should snap to integer, and then by x)
+   //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);
+   stbtt__sort_edges(e, n);
+
+   // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule
+   stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);
+
+   STBTT_free(e, userdata);
+}
+
+static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
+{
+   if (!points) return; // during first pass, it's unallocated
+   points[n].x = x;
+   points[n].y = y;
+}
+
+// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching
+static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
+{
+   // midpoint
+   float mx = (x0 + 2*x1 + x2)/4;
+   float my = (y0 + 2*y1 + y2)/4;
+   // versus directly drawn line
+   float dx = (x0+x2)/2 - mx;
+   float dy = (y0+y2)/2 - my;
+   if (n > 16) // 65536 segments on one curve better be enough!
+      return 1;
+   if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA
+      stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);
+      stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);
+   } else {
+      stbtt__add_point(points, *num_points,x2,y2);
+      *num_points = *num_points+1;
+   }
+   return 1;
+}
+
+static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)
+{
+   // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough
+   float dx0 = x1-x0;
+   float dy0 = y1-y0;
+   float dx1 = x2-x1;
+   float dy1 = y2-y1;
+   float dx2 = x3-x2;
+   float dy2 = y3-y2;
+   float dx = x3-x0;
+   float dy = y3-y0;
+   float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));
+   float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);
+   float flatness_squared = longlen*longlen-shortlen*shortlen;
+
+   if (n > 16) // 65536 segments on one curve better be enough!
+      return;
+
+   if (flatness_squared > objspace_flatness_squared) {
+      float x01 = (x0+x1)/2;
+      float y01 = (y0+y1)/2;
+      float x12 = (x1+x2)/2;
+      float y12 = (y1+y2)/2;
+      float x23 = (x2+x3)/2;
+      float y23 = (y2+y3)/2;
+
+      float xa = (x01+x12)/2;
+      float ya = (y01+y12)/2;
+      float xb = (x12+x23)/2;
+      float yb = (y12+y23)/2;
+
+      float mx = (xa+xb)/2;
+      float my = (ya+yb)/2;
+
+      stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);
+      stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);
+   } else {
+      stbtt__add_point(points, *num_points,x3,y3);
+      *num_points = *num_points+1;
+   }
+}
+
+// returns number of contours
+static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)
+{
+   stbtt__point *points=0;
+   int num_points=0;
+
+   float objspace_flatness_squared = objspace_flatness * objspace_flatness;
+   int i,n=0,start=0, pass;
+
+   // count how many "moves" there are to get the contour count
+   for (i=0; i < num_verts; ++i)
+      if (vertices[i].type == STBTT_vmove)
+         ++n;
+
+   *num_contours = n;
+   if (n == 0) return 0;
+
+   *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);
+
+   if (*contour_lengths == 0) {
+      *num_contours = 0;
+      return 0;
+   }
+
+   // make two passes through the points so we don't need to realloc
+   for (pass=0; pass < 2; ++pass) {
+      float x=0,y=0;
+      if (pass == 1) {
+         points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);
+         if (points == NULL) goto error;
+      }
+      num_points = 0;
+      n= -1;
+      for (i=0; i < num_verts; ++i) {
+         switch (vertices[i].type) {
+            case STBTT_vmove:
+               // start the next contour
+               if (n >= 0)
+                  (*contour_lengths)[n] = num_points - start;
+               ++n;
+               start = num_points;
+
+               x = vertices[i].x, y = vertices[i].y;
+               stbtt__add_point(points, num_points++, x,y);
+               break;
+            case STBTT_vline:
+               x = vertices[i].x, y = vertices[i].y;
+               stbtt__add_point(points, num_points++, x, y);
+               break;
+            case STBTT_vcurve:
+               stbtt__tesselate_curve(points, &num_points, x,y,
+                                        vertices[i].cx, vertices[i].cy,
+                                        vertices[i].x,  vertices[i].y,
+                                        objspace_flatness_squared, 0);
+               x = vertices[i].x, y = vertices[i].y;
+               break;
+            case STBTT_vcubic:
+               stbtt__tesselate_cubic(points, &num_points, x,y,
+                                        vertices[i].cx, vertices[i].cy,
+                                        vertices[i].cx1, vertices[i].cy1,
+                                        vertices[i].x,  vertices[i].y,
+                                        objspace_flatness_squared, 0);
+               x = vertices[i].x, y = vertices[i].y;
+               break;
+         }
+      }
+      (*contour_lengths)[n] = num_points - start;
+   }
+
+   return points;
+error:
+   STBTT_free(points, userdata);
+   STBTT_free(*contour_lengths, userdata);
+   *contour_lengths = 0;
+   *num_contours = 0;
+   return NULL;
+}
+
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)
+{
+   float scale            = scale_x > scale_y ? scale_y : scale_x;
+   int winding_count      = 0;
+   int *winding_lengths   = NULL;
+   stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);
+   if (windings) {
+      stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);
+      STBTT_free(winding_lengths, userdata);
+      STBTT_free(windings, userdata);
+   }
+}
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)
+{
+   STBTT_free(bitmap, userdata);
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+   int ix0,iy0,ix1,iy1;
+   stbtt__bitmap gbm;
+   stbtt_vertex *vertices;   
+   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+
+   if (scale_x == 0) scale_x = scale_y;
+   if (scale_y == 0) {
+      if (scale_x == 0) {
+         STBTT_free(vertices, info->userdata);
+         return NULL;
+      }
+      scale_y = scale_x;
+   }
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);
+
+   // now we get the size
+   gbm.w = (ix1 - ix0);
+   gbm.h = (iy1 - iy0);
+   gbm.pixels = NULL; // in case we error
+
+   if (width ) *width  = gbm.w;
+   if (height) *height = gbm.h;
+   if (xoff  ) *xoff   = ix0;
+   if (yoff  ) *yoff   = iy0;
+   
+   if (gbm.w && gbm.h) {
+      gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);
+      if (gbm.pixels) {
+         gbm.stride = gbm.w;
+
+         stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);
+      }
+   }
+   STBTT_free(vertices, info->userdata);
+   return gbm.pixels;
+}   
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)
+{
+   int ix0,iy0;
+   stbtt_vertex *vertices;
+   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+   stbtt__bitmap gbm;   
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);
+   gbm.pixels = output;
+   gbm.w = out_w;
+   gbm.h = out_h;
+   gbm.stride = out_stride;
+
+   if (gbm.w && gbm.h)
+      stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);
+
+   STBTT_free(vertices, info->userdata);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);
+}   
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)
+{
+   stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);
+}   
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)
+{
+   stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-CRAPPY packing to keep source code small
+
+static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)
+                                float pixel_height,                     // height of font in pixels
+                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in
+                                int first_char, int num_chars,          // characters to bake
+                                stbtt_bakedchar *chardata)
+{
+   float scale;
+   int x,y,bottom_y, i;
+   stbtt_fontinfo f;
+   f.userdata = NULL;
+   if (!stbtt_InitFont(&f, data, offset))
+      return -1;
+   STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+   x=y=1;
+   bottom_y = 1;
+
+   scale = stbtt_ScaleForPixelHeight(&f, pixel_height);
+
+   for (i=0; i < num_chars; ++i) {
+      int advance, lsb, x0,y0,x1,y1,gw,gh;
+      int g = stbtt_FindGlyphIndex(&f, first_char + i);
+      stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);
+      stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);
+      gw = x1-x0;
+      gh = y1-y0;
+      if (x + gw + 1 >= pw)
+         y = bottom_y, x = 1; // advance to next row
+      if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row
+         return -i;
+      STBTT_assert(x+gw < pw);
+      STBTT_assert(y+gh < ph);
+      stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);
+      chardata[i].x0 = (stbtt_int16) x;
+      chardata[i].y0 = (stbtt_int16) y;
+      chardata[i].x1 = (stbtt_int16) (x + gw);
+      chardata[i].y1 = (stbtt_int16) (y + gh);
+      chardata[i].xadvance = scale * advance;
+      chardata[i].xoff     = (float) x0;
+      chardata[i].yoff     = (float) y0;
+      x = x + gw + 1;
+      if (y+gh+1 > bottom_y)
+         bottom_y = y+gh+1;
+   }
+   return bottom_y;
+}
+
+STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)
+{
+   float d3d_bias = opengl_fillrule ? 0 : -0.5f;
+   float ipw = 1.0f / pw, iph = 1.0f / ph;
+   const stbtt_bakedchar *b = chardata + char_index;
+   int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+   int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+
+   q->x0 = round_x + d3d_bias;
+   q->y0 = round_y + d3d_bias;
+   q->x1 = round_x + b->x1 - b->x0 + d3d_bias;
+   q->y1 = round_y + b->y1 - b->y0 + d3d_bias;
+
+   q->s0 = b->x0 * ipw;
+   q->t0 = b->y0 * iph;
+   q->s1 = b->x1 * ipw;
+   q->t1 = b->y1 * iph;
+
+   *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// rectangle packing replacement routines if you don't have stb_rect_pack.h
+//
+
+#ifndef STB_RECT_PACK_VERSION
+
+typedef int stbrp_coord;
+
+////////////////////////////////////////////////////////////////////////////////////
+//                                                                                //
+//                                                                                //
+// COMPILER WARNING ?!?!?                                                         //
+//                                                                                //
+//                                                                                //
+// if you get a compile warning due to these symbols being defined more than      //
+// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h"         //
+//                                                                                //
+////////////////////////////////////////////////////////////////////////////////////
+
+typedef struct
+{
+   int width,height;
+   int x,y,bottom_y;
+} stbrp_context;
+
+typedef struct
+{
+   unsigned char x;
+} stbrp_node;
+
+struct stbrp_rect
+{
+   stbrp_coord x,y;
+   int id,w,h,was_packed;
+};
+
+static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)
+{
+   con->width  = pw;
+   con->height = ph;
+   con->x = 0;
+   con->y = 0;
+   con->bottom_y = 0;
+   STBTT__NOTUSED(nodes);
+   STBTT__NOTUSED(num_nodes);   
+}
+
+static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)
+{
+   int i;
+   for (i=0; i < num_rects; ++i) {
+      if (con->x + rects[i].w > con->width) {
+         con->x = 0;
+         con->y = con->bottom_y;
+      }
+      if (con->y + rects[i].h > con->height)
+         break;
+      rects[i].x = con->x;
+      rects[i].y = con->y;
+      rects[i].was_packed = 1;
+      con->x += rects[i].w;
+      if (con->y + rects[i].h > con->bottom_y)
+         con->bottom_y = con->y + rects[i].h;
+   }
+   for (   ; i < num_rects; ++i)
+      rects[i].was_packed = 0;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If
+// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.
+
+STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)
+{
+   stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context)            ,alloc_context);
+   int            num_nodes = pw - padding;
+   stbrp_node    *nodes   = (stbrp_node    *) STBTT_malloc(sizeof(*nodes  ) * num_nodes,alloc_context);
+
+   if (context == NULL || nodes == NULL) {
+      if (context != NULL) STBTT_free(context, alloc_context);
+      if (nodes   != NULL) STBTT_free(nodes  , alloc_context);
+      return 0;
+   }
+
+   spc->user_allocator_context = alloc_context;
+   spc->width = pw;
+   spc->height = ph;
+   spc->pixels = pixels;
+   spc->pack_info = context;
+   spc->nodes = nodes;
+   spc->padding = padding;
+   spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
+   spc->h_oversample = 1;
+   spc->v_oversample = 1;
+
+   stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
+
+   if (pixels)
+      STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+
+   return 1;
+}
+
+STBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc)
+{
+   STBTT_free(spc->nodes    , spc->user_allocator_context);
+   STBTT_free(spc->pack_info, spc->user_allocator_context);
+}
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)
+{
+   STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);
+   STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);
+   if (h_oversample <= STBTT_MAX_OVERSAMPLE)
+      spc->h_oversample = h_oversample;
+   if (v_oversample <= STBTT_MAX_OVERSAMPLE)
+      spc->v_oversample = v_oversample;
+}
+
+#define STBTT__OVER_MASK  (STBTT_MAX_OVERSAMPLE-1)
+
+static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+   unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+   int safe_w = w - kernel_width;
+   int j;
+   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+   for (j=0; j < h; ++j) {
+      int i;
+      unsigned int total;
+      STBTT_memset(buffer, 0, kernel_width);
+
+      total = 0;
+
+      // make kernel_width a constant in common cases so compiler can optimize out the divide
+      switch (kernel_width) {
+         case 2:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 2);
+            }
+            break;
+         case 3:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 3);
+            }
+            break;
+         case 4:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 4);
+            }
+            break;
+         case 5:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 5);
+            }
+            break;
+         default:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / kernel_width);
+            }
+            break;
+      }
+
+      for (; i < w; ++i) {
+         STBTT_assert(pixels[i] == 0);
+         total -= buffer[i & STBTT__OVER_MASK];
+         pixels[i] = (unsigned char) (total / kernel_width);
+      }
+
+      pixels += stride_in_bytes;
+   }
+}
+
+static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+   unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+   int safe_h = h - kernel_width;
+   int j;
+   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+   for (j=0; j < w; ++j) {
+      int i;
+      unsigned int total;
+      STBTT_memset(buffer, 0, kernel_width);
+
+      total = 0;
+
+      // make kernel_width a constant in common cases so compiler can optimize out the divide
+      switch (kernel_width) {
+         case 2:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 2);
+            }
+            break;
+         case 3:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 3);
+            }
+            break;
+         case 4:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 4);
+            }
+            break;
+         case 5:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 5);
+            }
+            break;
+         default:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+            }
+            break;
+      }
+
+      for (; i < h; ++i) {
+         STBTT_assert(pixels[i*stride_in_bytes] == 0);
+         total -= buffer[i & STBTT__OVER_MASK];
+         pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+      }
+
+      pixels += 1;
+   }
+}
+
+static float stbtt__oversample_shift(int oversample)
+{
+   if (!oversample)
+      return 0.0f;
+
+   // The prefilter is a box filter of width "oversample",
+   // which shifts phase by (oversample - 1)/2 pixels in
+   // oversampled space. We want to shift in the opposite
+   // direction to counter this.
+   return (float)-(oversample - 1) / (2.0f * (float)oversample);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+   int i,j,k;
+
+   k=0;
+   for (i=0; i < num_ranges; ++i) {
+      float fh = ranges[i].font_size;
+      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+      ranges[i].h_oversample = (unsigned char) spc->h_oversample;
+      ranges[i].v_oversample = (unsigned char) spc->v_oversample;
+      for (j=0; j < ranges[i].num_chars; ++j) {
+         int x0,y0,x1,y1;
+         int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+         int glyph = stbtt_FindGlyphIndex(info, codepoint);
+         stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
+                                         scale * spc->h_oversample,
+                                         scale * spc->v_oversample,
+                                         0,0,
+                                         &x0,&y0,&x1,&y1);
+         rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
+         rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
+         ++k;
+      }
+   }
+
+   return k;
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info,
+                                 output,
+                                 out_w - (prefilter_x - 1),
+                                 out_h - (prefilter_y - 1),
+                                 out_stride,
+                                 scale_x,
+                                 scale_y,
+                                 shift_x,
+                                 shift_y,
+                                 glyph);
+
+   if (prefilter_x > 1)
+      stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x);
+
+   if (prefilter_y > 1)
+      stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y);
+
+   *sub_x = stbtt__oversample_shift(prefilter_x);
+   *sub_y = stbtt__oversample_shift(prefilter_y);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+   int i,j,k, return_value = 1;
+
+   // save current values
+   int old_h_over = spc->h_oversample;
+   int old_v_over = spc->v_oversample;
+
+   k = 0;
+   for (i=0; i < num_ranges; ++i) {
+      float fh = ranges[i].font_size;
+      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+      float recip_h,recip_v,sub_x,sub_y;
+      spc->h_oversample = ranges[i].h_oversample;
+      spc->v_oversample = ranges[i].v_oversample;
+      recip_h = 1.0f / spc->h_oversample;
+      recip_v = 1.0f / spc->v_oversample;
+      sub_x = stbtt__oversample_shift(spc->h_oversample);
+      sub_y = stbtt__oversample_shift(spc->v_oversample);
+      for (j=0; j < ranges[i].num_chars; ++j) {
+         stbrp_rect *r = &rects[k];
+         if (r->was_packed) {
+            stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
+            int advance, lsb, x0,y0,x1,y1;
+            int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+            int glyph = stbtt_FindGlyphIndex(info, codepoint);
+            stbrp_coord pad = (stbrp_coord) spc->padding;
+
+            // pad on left and top
+            r->x += pad;
+            r->y += pad;
+            r->w -= pad;
+            r->h -= pad;
+            stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);
+            stbtt_GetGlyphBitmapBox(info, glyph,
+                                    scale * spc->h_oversample,
+                                    scale * spc->v_oversample,
+                                    &x0,&y0,&x1,&y1);
+            stbtt_MakeGlyphBitmapSubpixel(info,
+                                          spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                          r->w - spc->h_oversample+1,
+                                          r->h - spc->v_oversample+1,
+                                          spc->stride_in_bytes,
+                                          scale * spc->h_oversample,
+                                          scale * spc->v_oversample,
+                                          0,0,
+                                          glyph);
+
+            if (spc->h_oversample > 1)
+               stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                  r->w, r->h, spc->stride_in_bytes,
+                                  spc->h_oversample);
+
+            if (spc->v_oversample > 1)
+               stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                  r->w, r->h, spc->stride_in_bytes,
+                                  spc->v_oversample);
+
+            bc->x0       = (stbtt_int16)  r->x;
+            bc->y0       = (stbtt_int16)  r->y;
+            bc->x1       = (stbtt_int16) (r->x + r->w);
+            bc->y1       = (stbtt_int16) (r->y + r->h);
+            bc->xadvance =                scale * advance;
+            bc->xoff     =       (float)  x0 * recip_h + sub_x;
+            bc->yoff     =       (float)  y0 * recip_v + sub_y;
+            bc->xoff2    =                (x0 + r->w) * recip_h + sub_x;
+            bc->yoff2    =                (y0 + r->h) * recip_v + sub_y;
+         } else {
+            return_value = 0; // if any fail, report failure
+         }
+
+         ++k;
+      }
+   }
+
+   // restore original values
+   spc->h_oversample = old_h_over;
+   spc->v_oversample = old_v_over;
+
+   return return_value;
+}
+
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)
+{
+   stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);
+}
+
+STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
+{
+   stbtt_fontinfo info;
+   int i,j,n, return_value = 1;
+   //stbrp_context *context = (stbrp_context *) spc->pack_info;
+   stbrp_rect    *rects;
+
+   // flag all characters as NOT packed
+   for (i=0; i < num_ranges; ++i)
+      for (j=0; j < ranges[i].num_chars; ++j)
+         ranges[i].chardata_for_range[j].x0 =
+         ranges[i].chardata_for_range[j].y0 =
+         ranges[i].chardata_for_range[j].x1 =
+         ranges[i].chardata_for_range[j].y1 = 0;
+
+   n = 0;
+   for (i=0; i < num_ranges; ++i)
+      n += ranges[i].num_chars;
+         
+   rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);
+   if (rects == NULL)
+      return 0;
+
+   info.userdata = spc->user_allocator_context;
+   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));
+
+   n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
+
+   stbtt_PackFontRangesPackRects(spc, rects, n);
+  
+   return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
+
+   STBTT_free(rects, spc->user_allocator_context);
+   return return_value;
+}
+
+STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
+            int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)
+{
+   stbtt_pack_range range;
+   range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;
+   range.array_of_unicode_codepoints = NULL;
+   range.num_chars                   = num_chars_in_range;
+   range.chardata_for_range          = chardata_for_range;
+   range.font_size                   = font_size;
+   return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
+}
+
+STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
+{
+   float ipw = 1.0f / pw, iph = 1.0f / ph;
+   const stbtt_packedchar *b = chardata + char_index;
+
+   if (align_to_integer) {
+      float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+      float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+      q->x0 = x;
+      q->y0 = y;
+      q->x1 = x + b->xoff2 - b->xoff;
+      q->y1 = y + b->yoff2 - b->yoff;
+   } else {
+      q->x0 = *xpos + b->xoff;
+      q->y0 = *ypos + b->yoff;
+      q->x1 = *xpos + b->xoff2;
+      q->y1 = *ypos + b->yoff2;
+   }
+
+   q->s0 = b->x0 * ipw;
+   q->t0 = b->y0 * iph;
+   q->s1 = b->x1 * ipw;
+   q->t1 = b->y1 * iph;
+
+   *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// sdf computation
+//
+
+#define STBTT_min(a,b)  ((a) < (b) ? (a) : (b))
+#define STBTT_max(a,b)  ((a) < (b) ? (b) : (a))
+
+static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2])
+{
+   float q0perp = q0[1]*ray[0] - q0[0]*ray[1];
+   float q1perp = q1[1]*ray[0] - q1[0]*ray[1];
+   float q2perp = q2[1]*ray[0] - q2[0]*ray[1];
+   float roperp = orig[1]*ray[0] - orig[0]*ray[1];
+
+   float a = q0perp - 2*q1perp + q2perp;
+   float b = q1perp - q0perp;
+   float c = q0perp - roperp;
+
+   float s0 = 0., s1 = 0.;
+   int num_s = 0;
+
+   if (a != 0.0) {
+      float discr = b*b - a*c;
+      if (discr > 0.0) {
+         float rcpna = -1 / a;
+         float d = (float) STBTT_sqrt(discr);
+         s0 = (b+d) * rcpna;
+         s1 = (b-d) * rcpna;
+         if (s0 >= 0.0 && s0 <= 1.0)
+            num_s = 1;
+         if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) {
+            if (num_s == 0) s0 = s1;
+            ++num_s;
+         }
+      }
+   } else {
+      // 2*b*s + c = 0
+      // s = -c / (2*b)
+      s0 = c / (-2 * b);
+      if (s0 >= 0.0 && s0 <= 1.0)
+         num_s = 1;
+   }
+
+   if (num_s == 0)
+      return 0;
+   else {
+      float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]);
+      float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2;
+
+      float q0d =   q0[0]*rayn_x +   q0[1]*rayn_y;
+      float q1d =   q1[0]*rayn_x +   q1[1]*rayn_y;
+      float q2d =   q2[0]*rayn_x +   q2[1]*rayn_y;
+      float rod = orig[0]*rayn_x + orig[1]*rayn_y;
+
+      float q10d = q1d - q0d;
+      float q20d = q2d - q0d;
+      float q0rd = q0d - rod;
+
+      hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d;
+      hits[0][1] = a*s0+b;
+
+      if (num_s > 1) {
+         hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d;
+         hits[1][1] = a*s1+b;
+         return 2;
+      } else {
+         return 1;
+      }
+   }
+}
+
+static int equal(float *a, float *b)
+{
+   return (a[0] == b[0] && a[1] == b[1]);
+}
+
+static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts)
+{
+   int i;
+   float orig[2], ray[2] = { 1, 0 };
+   float y_frac;
+   int winding = 0;
+
+   orig[0] = x;
+   orig[1] = y;
+
+   // make sure y never passes through a vertex of the shape
+   y_frac = (float) STBTT_fmod(y, 1.0f);
+   if (y_frac < 0.01f)
+      y += 0.01f;
+   else if (y_frac > 0.99f)
+      y -= 0.01f;
+   orig[1] = y;
+
+   // test a ray from (-infinity,y) to (x,y)
+   for (i=0; i < nverts; ++i) {
+      if (verts[i].type == STBTT_vline) {
+         int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y;
+         int x1 = (int) verts[i  ].x, y1 = (int) verts[i  ].y;
+         if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+            float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
+            if (x_inter < x)  
+               winding += (y0 < y1) ? 1 : -1;
+         }
+      }
+      if (verts[i].type == STBTT_vcurve) {
+         int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ;
+         int x1 = (int) verts[i  ].cx, y1 = (int) verts[i  ].cy;
+         int x2 = (int) verts[i  ].x , y2 = (int) verts[i  ].y ;
+         int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2));
+         int by = STBTT_max(y0,STBTT_max(y1,y2));
+         if (y > ay && y < by && x > ax) {
+            float q0[2],q1[2],q2[2];
+            float hits[2][2];
+            q0[0] = (float)x0;
+            q0[1] = (float)y0;
+            q1[0] = (float)x1;
+            q1[1] = (float)y1;
+            q2[0] = (float)x2;
+            q2[1] = (float)y2;
+            if (equal(q0,q1) || equal(q1,q2)) {
+               x0 = (int)verts[i-1].x;
+               y0 = (int)verts[i-1].y;
+               x1 = (int)verts[i  ].x;
+               y1 = (int)verts[i  ].y;
+               if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+                  float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
+                  if (x_inter < x)  
+                     winding += (y0 < y1) ? 1 : -1;
+               }
+            } else {
+               int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits);
+               if (num_hits >= 1)
+                  if (hits[0][0] < 0)
+                     winding += (hits[0][1] < 0 ? -1 : 1);
+               if (num_hits >= 2)
+                  if (hits[1][0] < 0)
+                     winding += (hits[1][1] < 0 ? -1 : 1);
+            }
+         } 
+      }
+   }
+   return winding;
+}
+
+static float stbtt__cuberoot( float x )
+{
+   if (x<0)
+      return -(float) STBTT_pow(-x,1.0f/3.0f);
+   else
+      return  (float) STBTT_pow( x,1.0f/3.0f);
+}
+
+// x^3 + c*x^2 + b*x + a = 0
+static int stbtt__solve_cubic(float a, float b, float c, float* r)
+{
+	float s = -a / 3;
+	float p = b - a*a / 3;
+	float q = a * (2*a*a - 9*b) / 27 + c;
+   float p3 = p*p*p;
+	float d = q*q + 4*p3 / 27;
+	if (d >= 0) {
+		float z = (float) STBTT_sqrt(d);
+		float u = (-q + z) / 2;
+		float v = (-q - z) / 2;
+		u = stbtt__cuberoot(u);
+		v = stbtt__cuberoot(v);
+		r[0] = s + u + v;
+		return 1;
+	} else {
+	   float u = (float) STBTT_sqrt(-p/3);
+	   float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative
+	   float m = (float) STBTT_cos(v);
+      float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;
+	   r[0] = s + u * 2 * m;
+	   r[1] = s - u * (m + n);
+	   r[2] = s - u * (m - n);
+
+      //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f);  // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?
+      //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);
+      //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);
+   	return 3;
+   }
+}
+
+STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
+{
+   float scale_x = scale, scale_y = scale;
+   int ix0,iy0,ix1,iy1;
+   int w,h;
+   unsigned char *data;
+
+   // if one scale is 0, use same scale for both
+   if (scale_x == 0) scale_x = scale_y;
+   if (scale_y == 0) {
+      if (scale_x == 0) return NULL;  // if both scales are 0, return NULL
+      scale_y = scale_x;
+   }
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);
+
+   // if empty, return NULL
+   if (ix0 == ix1 || iy0 == iy1)
+      return NULL;
+
+   ix0 -= padding;
+   iy0 -= padding;
+   ix1 += padding;
+   iy1 += padding;
+
+   w = (ix1 - ix0);
+   h = (iy1 - iy0);
+
+   if (width ) *width  = w;
+   if (height) *height = h;
+   if (xoff  ) *xoff   = ix0;
+   if (yoff  ) *yoff   = iy0;
+
+   // invert for y-downwards bitmaps
+   scale_y = -scale_y;
+      
+   {
+      int x,y,i,j;
+      float *precompute;
+      stbtt_vertex *verts;
+      int num_verts = stbtt_GetGlyphShape(info, glyph, &verts);
+      data = (unsigned char *) STBTT_malloc(w * h, info->userdata);
+      precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata);
+
+      for (i=0,j=num_verts-1; i < num_verts; j=i++) {
+         if (verts[i].type == STBTT_vline) {
+            float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
+            float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;
+            float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));
+            precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;
+         } else if (verts[i].type == STBTT_vcurve) {
+            float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;
+            float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;
+            float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;
+            float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
+            float len2 = bx*bx + by*by;
+            if (len2 != 0.0f)
+               precompute[i] = 1.0f / (bx*bx + by*by);
+            else
+               precompute[i] = 0.0f;
+         } else
+            precompute[i] = 0.0f;
+      }
+
+      for (y=iy0; y < iy1; ++y) {
+         for (x=ix0; x < ix1; ++x) {
+            float val;
+            float min_dist = 999999.0f;
+            float sx = (float) x + 0.5f;
+            float sy = (float) y + 0.5f;
+            float x_gspace = (sx / scale_x);
+            float y_gspace = (sy / scale_y);
+
+            int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path
+
+            for (i=0; i < num_verts; ++i) {
+               float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
+
+               // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve
+               float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
+               if (dist2 < min_dist*min_dist)
+                  min_dist = (float) STBTT_sqrt(dist2);
+
+               if (verts[i].type == STBTT_vline) {
+                  float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
+
+                  // coarse culling against bbox
+                  //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&
+                  //    sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)
+                  float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
+                  STBTT_assert(i != 0);
+                  if (dist < min_dist) {
+                     // check position along line
+                     // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0)
+                     // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy)
+                     float dx = x1-x0, dy = y1-y0;
+                     float px = x0-sx, py = y0-sy;
+                     // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy
+                     // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve
+                     float t = -(px*dx + py*dy) / (dx*dx + dy*dy);
+                     if (t >= 0.0f && t <= 1.0f)
+                        min_dist = dist;
+                  }
+               } else if (verts[i].type == STBTT_vcurve) {
+                  float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y;
+                  float x1 = verts[i  ].cx*scale_x, y1 = verts[i  ].cy*scale_y;
+                  float box_x0 = STBTT_min(STBTT_min(x0,x1),x2);
+                  float box_y0 = STBTT_min(STBTT_min(y0,y1),y2);
+                  float box_x1 = STBTT_max(STBTT_max(x0,x1),x2);
+                  float box_y1 = STBTT_max(STBTT_max(y0,y1),y2);
+                  // coarse culling against bbox to avoid computing cubic unnecessarily
+                  if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) {
+                     int num=0;
+                     float ax = x1-x0, ay = y1-y0;
+                     float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
+                     float mx = x0 - sx, my = y0 - sy;
+                     float res[3],px,py,t,it;
+                     float a_inv = precompute[i];
+                     if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula
+                        float a = 3*(ax*bx + ay*by);
+                        float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);
+                        float c = mx*ax+my*ay;
+                        if (a == 0.0) { // if a is 0, it's linear
+                           if (b != 0.0) {
+                              res[num++] = -c/b;
+                           }
+                        } else {
+                           float discriminant = b*b - 4*a*c;
+                           if (discriminant < 0)
+                              num = 0;
+                           else {
+                              float root = (float) STBTT_sqrt(discriminant);
+                              res[0] = (-b - root)/(2*a);
+                              res[1] = (-b + root)/(2*a);
+                              num = 2; // don't bother distinguishing 1-solution case, as code below will still work
+                           }
+                        }
+                     } else {
+                        float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point
+                        float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv;
+                        float d = (mx*ax+my*ay) * a_inv;
+                        num = stbtt__solve_cubic(b, c, d, res);
+                     }
+                     if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {
+                        t = res[0], it = 1.0f - t;
+                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+                        if (dist2 < min_dist * min_dist)
+                           min_dist = (float) STBTT_sqrt(dist2);
+                     }
+                     if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) {
+                        t = res[1], it = 1.0f - t;
+                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+                        if (dist2 < min_dist * min_dist)
+                           min_dist = (float) STBTT_sqrt(dist2);
+                     }
+                     if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) {
+                        t = res[2], it = 1.0f - t;
+                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+                        if (dist2 < min_dist * min_dist)
+                           min_dist = (float) STBTT_sqrt(dist2);
+                     }
+                  }
+               }
+            }
+            if (winding == 0)
+               min_dist = -min_dist;  // if outside the shape, value is negative
+            val = onedge_value + pixel_dist_scale * min_dist;
+            if (val < 0)
+               val = 0;
+            else if (val > 255)
+               val = 255;
+            data[(y-iy0)*w+(x-ix0)] = (unsigned char) val;
+         }
+      }
+      STBTT_free(precompute, info->userdata);
+      STBTT_free(verts, info->userdata);
+   }
+   return data;
+}   
+
+STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)
+{
+   STBTT_free(bitmap, userdata);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// font name matching -- recommended not to use this
+//
+
+// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string
+static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) 
+{
+   stbtt_int32 i=0;
+
+   // convert utf16 to utf8 and compare the results while converting
+   while (len2) {
+      stbtt_uint16 ch = s2[0]*256 + s2[1];
+      if (ch < 0x80) {
+         if (i >= len1) return -1;
+         if (s1[i++] != ch) return -1;
+      } else if (ch < 0x800) {
+         if (i+1 >= len1) return -1;
+         if (s1[i++] != 0xc0 + (ch >> 6)) return -1;
+         if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;
+      } else if (ch >= 0xd800 && ch < 0xdc00) {
+         stbtt_uint32 c;
+         stbtt_uint16 ch2 = s2[2]*256 + s2[3];
+         if (i+3 >= len1) return -1;
+         c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;
+         if (s1[i++] != 0xf0 + (c >> 18)) return -1;
+         if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((c >>  6) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((c      ) & 0x3f)) return -1;
+         s2 += 2; // plus another 2 below
+         len2 -= 2;
+      } else if (ch >= 0xdc00 && ch < 0xe000) {
+         return -1;
+      } else {
+         if (i+2 >= len1) return -1;
+         if (s1[i++] != 0xe0 + (ch >> 12)) return -1;
+         if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((ch     ) & 0x3f)) return -1;
+      }
+      s2 += 2;
+      len2 -= 2;
+   }
+   return i;
+}
+
+static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) 
+{
+   return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);
+}
+
+// returns results in whatever encoding you request... but note that 2-byte encodings
+// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)
+{
+   stbtt_int32 i,count,stringOffset;
+   stbtt_uint8 *fc = font->data;
+   stbtt_uint32 offset = font->fontstart;
+   stbtt_uint32 nm = stbtt__find_table(fc, offset, "name");
+   if (!nm) return NULL;
+
+   count = ttUSHORT(fc+nm+2);
+   stringOffset = nm + ttUSHORT(fc+nm+4);
+   for (i=0; i < count; ++i) {
+      stbtt_uint32 loc = nm + 6 + 12 * i;
+      if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)
+          && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {
+         *length = ttUSHORT(fc+loc+8);
+         return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));
+      }
+   }
+   return NULL;
+}
+
+static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)
+{
+   stbtt_int32 i;
+   stbtt_int32 count = ttUSHORT(fc+nm+2);
+   stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);
+
+   for (i=0; i < count; ++i) {
+      stbtt_uint32 loc = nm + 6 + 12 * i;
+      stbtt_int32 id = ttUSHORT(fc+loc+6);
+      if (id == target_id) {
+         // find the encoding
+         stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);
+
+         // is this a Unicode encoding?
+         if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {
+            stbtt_int32 slen = ttUSHORT(fc+loc+8);
+            stbtt_int32 off = ttUSHORT(fc+loc+10);
+
+            // check if there's a prefix match
+            stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);
+            if (matchlen >= 0) {
+               // check for target_id+1 immediately following, with same encoding & language
+               if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {
+                  slen = ttUSHORT(fc+loc+12+8);
+                  off = ttUSHORT(fc+loc+12+10);
+                  if (slen == 0) {
+                     if (matchlen == nlen)
+                        return 1;
+                  } else if (matchlen < nlen && name[matchlen] == ' ') {
+                     ++matchlen;
+                     if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))
+                        return 1;
+                  }
+               } else {
+                  // if nothing immediately following
+                  if (matchlen == nlen)
+                     return 1;
+               }
+            }
+         }
+
+         // @TODO handle other encodings
+      }
+   }
+   return 0;
+}
+
+static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)
+{
+   stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);
+   stbtt_uint32 nm,hd;
+   if (!stbtt__isfont(fc+offset)) return 0;
+
+   // check italics/bold/underline flags in macStyle...
+   if (flags) {
+      hd = stbtt__find_table(fc, offset, "head");
+      if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;
+   }
+
+   nm = stbtt__find_table(fc, offset, "name");
+   if (!nm) return 0;
+
+   if (flags) {
+      // if we checked the macStyle flags, then just check the family and ignore the subfamily
+      if (stbtt__matchpair(fc, nm, name, nlen, 16, -1))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  1, -1))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;
+   } else {
+      if (stbtt__matchpair(fc, nm, name, nlen, 16, 17))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  1,  2))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;
+   }
+
+   return 0;
+}
+
+static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)
+{
+   stbtt_int32 i;
+   for (i=0;;++i) {
+      stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);
+      if (off < 0) return off;
+      if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))
+         return off;
+   }
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wcast-qual"
+#endif
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,
+                                float pixel_height, unsigned char *pixels, int pw, int ph,
+                                int first_char, int num_chars, stbtt_bakedchar *chardata)
+{
+   return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);
+}
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)
+{
+   return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);   
+}
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)
+{
+   return stbtt_GetNumberOfFonts_internal((unsigned char *) data);
+}
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)
+{
+   return stbtt_InitFont_internal(info, (unsigned char *) data, offset);
+}
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)
+{
+   return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);
+}
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)
+{
+   return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+#endif // STB_TRUETYPE_IMPLEMENTATION
+
+
+// FULL VERSION HISTORY
+//
+//   1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod
+//   1.18 (2018-01-29) add missing function
+//   1.17 (2017-07-23) make more arguments const; doc fix
+//   1.16 (2017-07-12) SDF support
+//   1.15 (2017-03-03) make more arguments const
+//   1.14 (2017-01-16) num-fonts-in-TTC function
+//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
+//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+//   1.11 (2016-04-02) fix unused-variable warning
+//   1.10 (2016-04-02) allow user-defined fabs() replacement
+//                     fix memory leak if fontsize=0.0
+//                     fix warning from duplicate typedef
+//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges
+//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+//                     allow PackFontRanges to pack and render in separate phases;
+//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+//                     fixed an assert() bug in the new rasterizer
+//                     replace assert() with STBTT_assert() in new rasterizer
+//   1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)
+//                     also more precise AA rasterizer, except if shapes overlap
+//                     remove need for STBTT_sort
+//   1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
+//   1.04 (2015-04-15) typo in example
+//   1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
+//   1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
+//   1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
+//                        non-oversampled; STBTT_POINT_SIZE for packed case only
+//   1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling
+//   0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)
+//   0.9  (2014-08-07) support certain mac/iOS fonts without an MS platformID
+//   0.8b (2014-07-07) fix a warning
+//   0.8  (2014-05-25) fix a few more warnings
+//   0.7  (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back
+//   0.6c (2012-07-24) improve documentation
+//   0.6b (2012-07-20) fix a few more warnings
+//   0.6  (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,
+//                        stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty
+//   0.5  (2011-12-09) bugfixes:
+//                        subpixel glyph renderer computed wrong bounding box
+//                        first vertex of shape can be off-curve (FreeSans)
+//   0.4b (2011-12-03) fixed an error in the font baking example
+//   0.4  (2011-12-01) kerning, subpixel rendering (tor)
+//                    bugfixes for:
+//                        codepoint-to-glyph conversion using table fmt=12
+//                        codepoint-to-glyph conversion using table fmt=4
+//                        stbtt_GetBakedQuad with non-square texture (Zer)
+//                    updated Hello World! sample to use kerning and subpixel
+//                    fixed some warnings
+//   0.3  (2009-06-24) cmap fmt=12, compound shapes (MM)
+//                    userdata, malloc-from-userdata, non-zero fill (stb)
+//   0.2  (2009-03-11) Fix unsigned/signed char warnings
+//   0.1  (2009-03-09) First public release
+//
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of 
+this software and associated documentation files (the "Software"), to deal in 
+the Software without restriction, including without limitation the rights to 
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies 
+of the Software, and to permit persons to whom the Software is furnished to do 
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all 
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this 
+software, either in source code form or as a compiled binary, for any purpose, 
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this 
+software dedicate any and all copyright interest in the software to the public 
+domain. We make this dedication for the benefit of the public at large and to 
+the detriment of our heirs and successors. We intend this dedication to be an 
+overt act of relinquishment in perpetuity of all present and future rights to 
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN 
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/source/src/main.cpp b/source/src/main.cpp
index a734debbeaca17aa720b5160ebc770b8c0222158..19aa943f405e1e0b954345cdf4f2ac3a20e1c29a 100644
--- a/source/src/main.cpp
+++ b/source/src/main.cpp
@@ -45,6 +45,18 @@ int main(int argc, char const *argv[])
 	printf("%s Creating window\n", TAG_INFO.c_str());
 	window = helpers::glfw_setup();
 	
+	// imgui setup
+	// Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
+    ImGui_ImplGlfwGL3_Init(window, true);
+
+    // Setup style
+    ImGui::StyleColorsDark();
+	
+
 	// Make graphics component for "cube
 	//components::GraphicsComponent* component = new components::GraphicsComponent("../asset/basic_sphere.obj");
 
@@ -145,6 +157,15 @@ int main(int argc, char const *argv[])
 		}
 		//lightSource->update(dt);
 
+
+    	ImGui_ImplGlfwGL3_NewFrame();
+
+    	ImGui::Text("Glider Speed: %f", glider->getSpeed());
+
+
+    	ImGui::Render();
+        ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
+        
 		//camera->rotateBy(1.0f * dt, 0.0f * dt);
 		//chessBoard->update(dt);
 		glfwSwapBuffers(window);    // SWAP BUFFERS