// dear imgui, v1.60 WIP
// (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
#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 "-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
#pragma GCC diagnostic ignored "-Wcast-qual"         // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers
#endif

//-------------------------------------------------------------------------
// STB libraries implementation
//-------------------------------------------------------------------------

//#define IMGUI_STB_NAMESPACE     ImGuiStb
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_TRUETYPE_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"
#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]
#endif

#define STBRP_ASSERT(x) IM_ASSERT(x)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_STATIC
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#include "stb_rect_pack.h"

#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)
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
#define STBTT_DEF extern
#endif
#include "stb_truetype.h"

#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_CloseButton] = ImVec4(0.41f, 0.41f, 0.41f, 0.50f);
	colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
	colors[ImGuiCol_CloseButtonActive] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
	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_CloseButton] = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);
	colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);
	colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
	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_CloseButton] = ImVec4(0.59f, 0.59f, 0.59f, 0.50f);
	colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
	colors[ImGuiCol_CloseButtonActive] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
	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();
}

// 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;
	PathRect(a + ImVec2(0.5f, 0.5f), b - ImVec2(0.5f, 0.5f), rounding, rounding_corners_flags);
	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(unsigned char* input);
static unsigned int stb_decompress(unsigned char* output, unsigned char* i, 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());
	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--)
		{
		}
		snprintf(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((unsigned char*)compressed_ttf_data);
	unsigned char* buf_decompressed_data = (unsigned char*)ImGui::MemAlloc(buf_decompressed_size);
	stb_decompress(buf_decompressed_data, (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;

	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)

		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 = unscaled_ascent * font_scale;
		const float descent = unscaled_descent * font_scale;
		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->FindGlyph((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++)
		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,
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		};
	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, 1.0f);
	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;
	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();
	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 = NULL;
	FallbackGlyph = FindGlyph(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)
	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)
	{
		const unsigned short i = IndexLookup[c];
		if (i != (unsigned short)-1)
			return &Glyphs.Data[i];
	}
	return FallbackGlyph;
}

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(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(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(unsigned char* input)
{
	return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
}

static unsigned char *stb__barrier, *stb__barrier2, *stb__barrier3, *stb__barrier4;
static unsigned char* stb__dout;
static void stb__match(unsigned char* data, unsigned int length)
{
	// INVERSE of memmove... write each byte before copying the next...
	IM_ASSERT(stb__dout + length <= stb__barrier);
	if (stb__dout + length > stb__barrier)
	{
		stb__dout += length;
		return;
	}
	if (data < stb__barrier4)
	{
		stb__dout = stb__barrier + 1;
		return;
	}
	while (length--) *stb__dout++ = *data++;
}

static void stb__lit(unsigned char* data, unsigned int length)
{
	IM_ASSERT(stb__dout + length <= stb__barrier);
	if (stb__dout + length > stb__barrier)
	{
		stb__dout += length;
		return;
	}
	if (data < stb__barrier2)
	{
		stb__dout = stb__barrier + 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 unsigned char* stb_decompress_token(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, 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__barrier2 = i;
	stb__barrier3 = i + length;
	stb__barrier = output + olen;
	stb__barrier4 = output;
	i += 16;

	stb__dout = output;
	for (;;)
	{
		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] =
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static const char* GetDefaultCompressedFontDataTTFBase85()
{
	return proggy_clean_ttf_compressed_data_base85;
}
