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imgui / imgui_widgets.cpp
// dear imgui, v1.64 WIP
// (widgets code)

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

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

#include <ctype.h>      // toupper, isprint

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

// Clang/GCC warnings with -Weverything
#ifdef __clang__
#pragma clang diagnostic ignored "-Wformat-nonliteral"      // warning : format string is not a string literal              // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
#if __GNUC__ >= 8
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
#endif

//-------------------------------------------------------------------------
// Forward Declarations
//-------------------------------------------------------------------------

// For InputTextEx()
static bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data);
static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
static ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);

//-------------------------------------------------------------------------
// SHARED UTILITIES
//-------------------------------------------------------------------------

//-------------------------------------------------------------------------
// WIDGETS: Text
// - TextUnformatted()
// - Text()
// - TextV()
// - TextColored()
// - TextColoredV()
// - TextDisabled()
// - TextDisabledV()
// - TextWrapped()
// - TextWrappedV()
// - LabelText()
// - LabelTextV()
// - BulletText()
// - BulletTextV()
//-------------------------------------------------------------------------

void ImGui::TextUnformatted(const char* text, const char* text_end)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImGuiContext& g = *GImGui;
    IM_ASSERT(text != NULL);
    const char* text_begin = text;
    if (text_end == NULL)
        text_end = text + strlen(text); // FIXME-OPT

    const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
    const float wrap_pos_x = window->DC.TextWrapPos;
    const bool wrap_enabled = wrap_pos_x >= 0.0f;
    if (text_end - text > 2000 && !wrap_enabled)
    {
        // Long text!
        // Perform manual coarse clipping to optimize for long multi-line text
        // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
        // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
        const char* line = text;
        const float line_height = GetTextLineHeight();
        const ImRect clip_rect = window->ClipRect;
        ImVec2 text_size(0,0);

        if (text_pos.y <= clip_rect.Max.y)
        {
            ImVec2 pos = text_pos;

            // Lines to skip (can't skip when logging text)
            if (!g.LogEnabled)
            {
                int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
                if (lines_skippable > 0)
                {
                    int lines_skipped = 0;
                    while (line < text_end && lines_skipped < lines_skippable)
                    {
                        const char* line_end = strchr(line, '\n');
                        if (!line_end)
                            line_end = text_end;
                        line = line_end + 1;
                        lines_skipped++;
                    }
                    pos.y += lines_skipped * line_height;
                }
            }

            // Lines to render
            if (line < text_end)
            {
                ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
                while (line < text_end)
                {
                    const char* line_end = strchr(line, '\n');
                    if (IsClippedEx(line_rect, 0, false))
                        break;

                    const ImVec2 line_size = CalcTextSize(line, line_end, false);
                    text_size.x = ImMax(text_size.x, line_size.x);
                    RenderText(pos, line, line_end, false);
                    if (!line_end)
                        line_end = text_end;
                    line = line_end + 1;
                    line_rect.Min.y += line_height;
                    line_rect.Max.y += line_height;
                    pos.y += line_height;
                }

                // Count remaining lines
                int lines_skipped = 0;
                while (line < text_end)
                {
                    const char* line_end = strchr(line, '\n');
                    if (!line_end)
                        line_end = text_end;
                    line = line_end + 1;
                    lines_skipped++;
                }
                pos.y += lines_skipped * line_height;
            }

            text_size.y += (pos - text_pos).y;
        }

        ImRect bb(text_pos, text_pos + text_size);
        ItemSize(bb);
        ItemAdd(bb, 0);
    }
    else
    {
        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);

        // Account of baseline offset
        ImRect bb(text_pos, text_pos + text_size);
        ItemSize(text_size);
        if (!ItemAdd(bb, 0))
            return;

        // Render (we don't hide text after ## in this end-user function)
        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
    }
}

void ImGui::Text(const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    TextV(fmt, args);
    va_end(args);
}

void ImGui::TextV(const char* fmt, va_list args)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImGuiContext& g = *GImGui;
    const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
    TextUnformatted(g.TempBuffer, text_end);
}

void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    TextColoredV(col, fmt, args);
    va_end(args);
}

void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
{
    PushStyleColor(ImGuiCol_Text, col);
    TextV(fmt, args);
    PopStyleColor();
}

void ImGui::TextDisabled(const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    TextDisabledV(fmt, args);
    va_end(args);
}

void ImGui::TextDisabledV(const char* fmt, va_list args)
{
    PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
    TextV(fmt, args);
    PopStyleColor();
}

void ImGui::TextWrapped(const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    TextWrappedV(fmt, args);
    va_end(args);
}

void ImGui::TextWrappedV(const char* fmt, va_list args)
{
    bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f);    // Keep existing wrap position is one ia already set
    if (need_wrap) PushTextWrapPos(0.0f);
    TextV(fmt, args);
    if (need_wrap) PopTextWrapPos();
}

void ImGui::LabelText(const char* label, const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    LabelTextV(label, fmt, args);
    va_end(args);
}

// Add a label+text combo aligned to other label+value widgets
void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const float w = CalcItemWidth();

    const ImVec2 label_size = CalcTextSize(label, NULL, true);
    const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
    const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
    ItemSize(total_bb, style.FramePadding.y);
    if (!ItemAdd(total_bb, 0))
        return;

    // Render
    const char* value_text_begin = &g.TempBuffer[0];
    const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
    RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
    if (label_size.x > 0.0f)
        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}

void ImGui::BulletText(const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    BulletTextV(fmt, args);
    va_end(args);
}

// Text with a little bullet aligned to the typical tree node.
void ImGui::BulletTextV(const char* fmt, va_list args)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;

    const char* text_begin = g.TempBuffer;
    const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
    const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
    const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y)));  // Empty text doesn't add padding
    ItemSize(bb);
    if (!ItemAdd(bb, 0))
        return;

    // Render
    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
    RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
}

//-------------------------------------------------------------------------
// WIDGETS: Main
// - ButtonBehavior() [Internal]
// - Button()
// - SmallButton()
// - InvisibleButton()
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
// - CheckboxFlags()
// - RadioButton()
// - ProgressBar()
// - Bullet()
//-------------------------------------------------------------------------

bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
{
    ImGuiContext& g = *GImGui;
    ImGuiWindow* window = GetCurrentWindow();

    if (flags & ImGuiButtonFlags_Disabled)
    {
        if (out_hovered) *out_hovered = false;
        if (out_held) *out_held = false;
        if (g.ActiveId == id) ClearActiveID();
        return false;
    }

    // Default behavior requires click+release on same spot
    if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
        flags |= ImGuiButtonFlags_PressedOnClickRelease;

    ImGuiWindow* backup_hovered_window = g.HoveredWindow;
    if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
        g.HoveredWindow = window;

    bool pressed = false;
    bool hovered = ItemHoverable(bb, id);

    // Drag source doesn't report as hovered
    if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
        hovered = false;

    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
        {
            hovered = true;
            SetHoveredID(id);
            if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
            {
                pressed = true;
                FocusWindow(window);
            }
        }

    if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
        g.HoveredWindow = backup_hovered_window;

    // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
    if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
        hovered = false;

    // Mouse
    if (hovered)
    {
        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
        {
            //                        | CLICKING        | HOLDING with ImGuiButtonFlags_Repeat
            // PressedOnClickRelease  |  <on release>*  |  <on repeat> <on repeat> .. (NOT on release)  <-- MOST COMMON! (*) only if both click/release were over bounds
            // PressedOnClick         |  <on click>     |  <on click> <on repeat> <on repeat> ..
            // PressedOnRelease       |  <on release>   |  <on repeat> <on repeat> .. (NOT on release)
            // PressedOnDoubleClick   |  <on dclick>    |  <on dclick> <on repeat> <on repeat> ..
            // FIXME-NAV: We don't honor those different behaviors.
            if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
            {
                SetActiveID(id, window);
                if (!(flags & ImGuiButtonFlags_NoNavFocus))
                    SetFocusID(id, window);
                FocusWindow(window);
            }
            if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
            {
                pressed = true;
                if (flags & ImGuiButtonFlags_NoHoldingActiveID)
                    ClearActiveID();
                else
                    SetActiveID(id, window); // Hold on ID
                FocusWindow(window);
            }
            if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
            {
                if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
                    pressed = true;
                ClearActiveID();
            }

            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
            if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
                pressed = true;
        }

        if (pressed)
            g.NavDisableHighlight = true;
    }

    // Gamepad/Keyboard navigation
    // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
        hovered = true;

    if (g.NavActivateDownId == id)
    {
        bool nav_activated_by_code = (g.NavActivateId == id);
        bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
        if (nav_activated_by_code || nav_activated_by_inputs)
            pressed = true;
        if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
        {
            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
            g.NavActivateId = id; // This is so SetActiveId assign a Nav source
            SetActiveID(id, window);
            if (!(flags & ImGuiButtonFlags_NoNavFocus))
                SetFocusID(id, window);
            g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
        }
    }

    bool held = false;
    if (g.ActiveId == id)
    {
        if (g.ActiveIdSource == ImGuiInputSource_Mouse)
        {
            if (g.ActiveIdIsJustActivated)
                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
            if (g.IO.MouseDown[0])
            {
                held = true;
            }
            else
            {
                if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
                    if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
                        if (!g.DragDropActive)
                            pressed = true;
                ClearActiveID();
            }
            if (!(flags & ImGuiButtonFlags_NoNavFocus))
                g.NavDisableHighlight = true;
        }
        else if (g.ActiveIdSource == ImGuiInputSource_Nav)
        {
            if (g.NavActivateDownId != id)
                ClearActiveID();
        }
    }

    if (out_hovered) *out_hovered = hovered;
    if (out_held) *out_held = held;

    return pressed;
}

bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const ImGuiID id = window->GetID(label);
    const ImVec2 label_size = CalcTextSize(label, NULL, true);

    ImVec2 pos = window->DC.CursorPos;
    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
        pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);

    const ImRect bb(pos, pos + size);
    ItemSize(bb, style.FramePadding.y);
    if (!ItemAdd(bb, id))
        return false;

    if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
        flags |= ImGuiButtonFlags_Repeat;
    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
    if (pressed)
        MarkItemEdited(id);

    // Render
    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
    RenderNavHighlight(bb, id);
    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);

    // Automatically close popups
    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
    //    CloseCurrentPopup();

    return pressed;
}

bool ImGui::Button(const char* label, const ImVec2& size_arg)
{
    return ButtonEx(label, size_arg, 0);
}

// Small buttons fits within text without additional vertical spacing.
bool ImGui::SmallButton(const char* label)
{
    ImGuiContext& g = *GImGui;
    float backup_padding_y = g.Style.FramePadding.y;
    g.Style.FramePadding.y = 0.0f;
    bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
    g.Style.FramePadding.y = backup_padding_y;
    return pressed;
}

// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
    IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);

    const ImGuiID id = window->GetID(str_id);
    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
    ItemSize(bb);
    if (!ItemAdd(bb, id))
        return false;

    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held);

    return pressed;
}

bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiID id = window->GetID(str_id);
    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
    const float default_size = GetFrameHeight();
    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
    if (!ItemAdd(bb, id))
        return false;

    if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
        flags |= ImGuiButtonFlags_Repeat;

    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);

    // Render
    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
    RenderNavHighlight(bb, id);
    RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
    RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir);

    return pressed;
}

bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
{
    float sz = GetFrameHeight();
    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
}

// Button to close a window
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
{
    ImGuiContext& g = *GImGui;
    ImGuiWindow* window = g.CurrentWindow;

    // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
    // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
    const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
    bool is_clipped = !ItemAdd(bb, id);

    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
    if (is_clipped)
        return pressed;

    // Render
    ImVec2 center = bb.GetCenter();
    if (hovered)
        window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);

    float cross_extent = (radius * 0.7071f) - 1.0f;
    ImU32 cross_col = GetColorU32(ImGuiCol_Text);
    center -= ImVec2(0.5f, 0.5f);
    window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
    window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f);

    return pressed;
}

bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
{
    ImGuiContext& g = *GImGui;
    ImGuiWindow* window = g.CurrentWindow;

    ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
    ItemAdd(bb, id);
    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);

    ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
    if (hovered || held)
        window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9);
    RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);

    // Switch to moving the window after mouse is moved beyond the initial drag threshold
    if (IsItemActive() && IsMouseDragging())
        StartMouseMovingWindow(window);

    return pressed;
}

void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
    if (border_col.w > 0.0f)
        bb.Max += ImVec2(2, 2);
    ItemSize(bb);
    if (!ItemAdd(bb, 0))
        return;

    if (border_col.w > 0.0f)
    {
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
        window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));
    }
    else
    {
        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
    }
}

// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
// The color used are the button colors.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;

    // Default to using texture ID as ID. User can still push string/integer prefixes.
    // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
    PushID((void*)user_texture_id);
    const ImGuiID id = window->GetID("#image");
    PopID();

    const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);
    const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
    ItemSize(bb);
    if (!ItemAdd(bb, id))
        return false;

    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held);

    // Render
    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
    RenderNavHighlight(bb, id);
    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
    if (bg_col.w > 0.0f)
        window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
    window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));

    return pressed;
}

bool ImGui::Checkbox(const char* label, bool* v)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const ImGuiID id = window->GetID(label);
    const ImVec2 label_size = CalcTextSize(label, NULL, true);

    const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice
    ItemSize(check_bb, style.FramePadding.y);

    ImRect total_bb = check_bb;
    if (label_size.x > 0)
        SameLine(0, style.ItemInnerSpacing.x);
    const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
    if (label_size.x > 0)
    {
        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
        total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
    }

    if (!ItemAdd(total_bb, id))
        return false;

    bool hovered, held;
    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
    if (pressed)
    {
        *v = !(*v);
        MarkItemEdited(id);
    }

    RenderNavHighlight(total_bb, id);
    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
    if (*v)
    {
        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
        RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f);
    }

    if (g.LogEnabled)
        LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
    if (label_size.x > 0.0f)
        RenderText(text_bb.Min, label);

    return pressed;
}

bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
{
    bool v = ((*flags & flags_value) == flags_value);
    bool pressed = Checkbox(label, &v);
    if (pressed)
    {
        if (v)
            *flags |= flags_value;
        else
            *flags &= ~flags_value;
    }

    return pressed;
}

bool ImGui::RadioButton(const char* label, bool active)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const ImGuiID id = window->GetID(label);
    const ImVec2 label_size = CalcTextSize(label, NULL, true);

    const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
    ItemSize(check_bb, style.FramePadding.y);

    ImRect total_bb = check_bb;
    if (label_size.x > 0)
        SameLine(0, style.ItemInnerSpacing.x);
    const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
    if (label_size.x > 0)
    {
        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
        total_bb.Add(text_bb);
    }

    if (!ItemAdd(total_bb, id))
        return false;

    ImVec2 center = check_bb.GetCenter();
    center.x = (float)(int)center.x + 0.5f;
    center.y = (float)(int)center.y + 0.5f;
    const float radius = check_bb.GetHeight() * 0.5f;

    bool hovered, held;
    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
    if (pressed)
        MarkItemEdited(id);

    RenderNavHighlight(total_bb, id);
    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
    if (active)
    {
        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
        window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
    }

    if (style.FrameBorderSize > 0.0f)
    {
        window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
    }

    if (g.LogEnabled)
        LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
    if (label_size.x > 0.0f)
        RenderText(text_bb.Min, label);

    return pressed;
}

bool ImGui::RadioButton(const char* label, int* v, int v_button)
{
    const bool pressed = RadioButton(label, *v == v_button);
    if (pressed)
        *v = v_button;
    return pressed;
}

// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;

    ImVec2 pos = window->DC.CursorPos;
    ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
    ItemSize(bb, style.FramePadding.y);
    if (!ItemAdd(bb, 0))
        return;

    // Render
    fraction = ImSaturate(fraction);
    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
    bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);

    // Default displaying the fraction as percentage string, but user can override it
    char overlay_buf[32];
    if (!overlay)
    {
        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
        overlay = overlay_buf;
    }

    ImVec2 overlay_size = CalcTextSize(overlay, NULL);
    if (overlay_size.x > 0.0f)
        RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
}

void ImGui::Bullet()
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
    ItemSize(bb);
    if (!ItemAdd(bb, 0))
    {
        SameLine(0, style.FramePadding.x*2);
        return;
    }

    // Render and stay on same line
    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
    SameLine(0, style.FramePadding.x*2);
}

//-------------------------------------------------------------------------
// WIDGETS: Combo Box
// - BeginCombo()
// - EndCombo()
// - Combo()
//-------------------------------------------------------------------------

static float CalcMaxPopupHeightFromItemCount(int items_count)
{
    ImGuiContext& g = *GImGui;
    if (items_count <= 0)
        return FLT_MAX;
    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
}

bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
{
    // Always consume the SetNextWindowSizeConstraint() call in our early return paths
    ImGuiContext& g = *GImGui;
    ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond;
    g.NextWindowData.SizeConstraintCond = 0;

    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together

    const ImGuiStyle& style = g.Style;
    const ImGuiID id = window->GetID(label);

    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
    const ImVec2 label_size = CalcTextSize(label, NULL, true);
    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
    ItemSize(total_bb, style.FramePadding.y);
    if (!ItemAdd(total_bb, id, &frame_bb))
        return false;

    bool hovered, held;
    bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
    bool popup_open = IsPopupOpen(id);

    const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
    RenderNavHighlight(frame_bb, id);
    if (!(flags & ImGuiComboFlags_NoPreview))
        window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
    if (!(flags & ImGuiComboFlags_NoArrowButton))
    {
        window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
        RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
    }
    RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
        RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
    if (label_size.x > 0)
        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);

    if ((pressed || g.NavActivateId == id) && !popup_open)
    {
        if (window->DC.NavLayerCurrent == 0)
            window->NavLastIds[0] = id;
        OpenPopupEx(id);
        popup_open = true;
    }

    if (!popup_open)
        return false;

    if (backup_next_window_size_constraint)
    {
        g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint;
        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
    }
    else
    {
        if ((flags & ImGuiComboFlags_HeightMask_) == 0)
            flags |= ImGuiComboFlags_HeightRegular;
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_));    // Only one
        int popup_max_height_in_items = -1;
        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;
        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;
        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;
        SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
    }

    char name[16];
    ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth

    // Peak into expected window size so we can position it
    if (ImGuiWindow* popup_window = FindWindowByName(name))
        if (popup_window->WasActive)
        {
            ImVec2 size_expected = CalcWindowExpectedSize(popup_window);
            if (flags & ImGuiComboFlags_PopupAlignLeft)
                popup_window->AutoPosLastDirection = ImGuiDir_Left;
            ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
            ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
            SetNextWindowPos(pos);
        }

    // Horizontally align ourselves with the framed text
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
    bool ret = Begin(name, NULL, window_flags);
    PopStyleVar();
    if (!ret)
    {
        EndPopup();
        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above
        return false;
    }
    return true;
}

void ImGui::EndCombo()
{
    EndPopup();
}

// Getter for the old Combo() API: const char*[]
static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
{
    const char* const* items = (const char* const*)data;
    if (out_text)
        *out_text = items[idx];
    return true;
}

// Getter for the old Combo() API: "item1\0item2\0item3\0"
static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
{
    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
    const char* items_separated_by_zeros = (const char*)data;
    int items_count = 0;
    const char* p = items_separated_by_zeros;
    while (*p)
    {
        if (idx == items_count)
            break;
        p += strlen(p) + 1;
        items_count++;
    }
    if (!*p)
        return false;
    if (out_text)
        *out_text = p;
    return true;
}

// Old API, prefer using BeginCombo() nowadays if you can.
bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)
{
    ImGuiContext& g = *GImGui;

    // Call the getter to obtain the preview string which is a parameter to BeginCombo()
    const char* preview_value = NULL;
    if (*current_item >= 0 && *current_item < items_count)
        items_getter(data, *current_item, &preview_value);

    // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
    if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond)
        SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));

    if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
        return false;

    // Display items
    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)
    bool value_changed = false;
    for (int i = 0; i < items_count; i++)
    {
        PushID((void*)(intptr_t)i);
        const bool item_selected = (i == *current_item);
        const char* item_text;
        if (!items_getter(data, i, &item_text))
            item_text = "*Unknown item*";
        if (Selectable(item_text, item_selected))
        {
            value_changed = true;
            *current_item = i;
        }
        if (item_selected)
            SetItemDefaultFocus();
        PopID();
    }

    EndCombo();
    return value_changed;
}

// Combo box helper allowing to pass an array of strings.
bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)
{
    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
    return value_changed;
}

// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" 
bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
{
    int items_count = 0;
    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open
    while (*p)
    {
        p += strlen(p) + 1;
        items_count++;
    }
    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
    return value_changed;
}

//-------------------------------------------------------------------------
// WIDGETS: Data Type and Data Formatting Helpers [Internal]
// - PatchFormatStringFloatToInt()
// - DataTypeFormatString()
// - DataTypeApplyOp()
// - DataTypeApplyOpFromText()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
//-------------------------------------------------------------------------


//-------------------------------------------------------------------------
// WIDGETS: Drags
// - DragBehaviorT<>() [Internal]
// - DragBehavior() [Internal]
// - DragScalar()
// - DragScalarN()
// - DragFloat()
// - DragFloat2()
// - DragFloat3()
// - DragFloat4()
// - DragFloatRange2()
// - DragInt()
// - DragInt2()
// - DragInt3()
// - DragInt4()
// - DragIntRange2()
//-------------------------------------------------------------------------


//-------------------------------------------------------------------------
// WIDGETS: Sliders
// - SliderBehaviorT<>() [Internal]
// - SliderBehavior() [Internal]
// - SliderScalar()
// - SliderScalarN()
// - SliderFloat()
// - SliderFloat2()
// - SliderFloat3()
// - SliderFloat4()
// - SliderAngle()
// - SliderInt()
// - SliderInt2()
// - SliderInt3()
// - SliderInt4()
// - VSliderScalar()
// - VSliderFloat()
// - VSliderInt()
//-------------------------------------------------------------------------


















//-------------------------------------------------------------------------
// WIDGETS: Inputs (_excepted InputText_)
// - ImParseFormatFindStart()
// - ImParseFormatFindEnd()
// - ImParseFormatTrimDecorations()
// - ImParseFormatPrecision()
// - InputScalarAsWidgetReplacement() [Internal]
// - InputScalar()
// - InputScalarN()
// - InputFloat()
// - InputFloat2()
// - InputFloat3()
// - InputFloat4()
// - InputInt()
// - InputInt2()
// - InputInt3()
// - InputInt4()
// - InputDouble()
//-------------------------------------------------------------------------

















//-------------------------------------------------------------------------
// WIDGETS: InputText
// - InputText()
// - InputTextMultiline()
// - InputTextEx() [Internal]
//-------------------------------------------------------------------------

bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
    return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
}

bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
    return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
}

static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
{
    int line_count = 0;
    const char* s = text_begin;
    while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
        if (c == '\n')
            line_count++;
    s--;
    if (s[0] != '\n' && s[0] != '\r')
        line_count++;
    *out_text_end = s;
    return line_count;
}

static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
{
    ImFont* font = GImGui->Font;
    const float line_height = GImGui->FontSize;
    const float scale = line_height / font->FontSize;

    ImVec2 text_size = ImVec2(0,0);
    float line_width = 0.0f;

    const ImWchar* s = text_begin;
    while (s < text_end)
    {
        unsigned int c = (unsigned int)(*s++);
        if (c == '\n')
        {
            text_size.x = ImMax(text_size.x, line_width);
            text_size.y += line_height;
            line_width = 0.0f;
            if (stop_on_new_line)
                break;
            continue;
        }
        if (c == '\r')
            continue;

        const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
        line_width += char_width;
    }

    if (text_size.x < line_width)
        text_size.x = line_width;

    if (out_offset)
        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n

    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
        text_size.y += line_height;

    if (remaining)
        *remaining = s;

    return text_size;
}

// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
namespace ImGuiStb
{

static int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj)                             { return obj->CurLenW; }
static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx)                      { return obj->TextW[idx]; }
static float   STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
static int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x10000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
{
    const ImWchar* text = obj->TextW.Data;
    const ImWchar* text_remaining = NULL;
    const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
    r->x0 = 0.0f;
    r->x1 = size.x;
    r->baseline_y_delta = size.y;
    r->ymin = 0.0f;
    r->ymax = size.y;
    r->num_chars = (int)(text_remaining - (text + line_start_idx));
}

static bool is_separator(unsigned int c)                                        { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
static int  is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx)      { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; }
static int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)   { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
#ifdef __APPLE__    // FIXME: Move setting to IO structure
static int  is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx)       { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; }
static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)  { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
#else
static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)  { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
#endif
#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL    // They need to be #define for stb_textedit.h
#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL

static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
{
    ImWchar* dst = obj->TextW.Data + pos;

    // We maintain our buffer length in both UTF-8 and wchar formats
    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
    obj->CurLenW -= n;

    // Offset remaining text
    const ImWchar* src = obj->TextW.Data + pos + n;
    while (ImWchar c = *src++)
        *dst++ = c;
    *dst = '\0';
}

static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
{
    const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0;
    const int text_len = obj->CurLenW;
    IM_ASSERT(pos <= text_len);

    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
    if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))
        return false;

    // Grow internal buffer if needed
    if (new_text_len + text_len + 1 > obj->TextW.Size)
    {
        if (!is_resizable)
            return false;
        IM_ASSERT(text_len < obj->TextW.Size);
        obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);
    }

    ImWchar* text = obj->TextW.Data;
    if (pos != text_len)
        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));

    obj->CurLenW += new_text_len;
    obj->CurLenA += new_text_len_utf8;
    obj->TextW[obj->CurLenW] = '\0';

    return true;
}

// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
#define STB_TEXTEDIT_K_LEFT         0x10000 // keyboard input to move cursor left
#define STB_TEXTEDIT_K_RIGHT        0x10001 // keyboard input to move cursor right
#define STB_TEXTEDIT_K_UP           0x10002 // keyboard input to move cursor up
#define STB_TEXTEDIT_K_DOWN         0x10003 // keyboard input to move cursor down
#define STB_TEXTEDIT_K_LINESTART    0x10004 // keyboard input to move cursor to start of line
#define STB_TEXTEDIT_K_LINEEND      0x10005 // keyboard input to move cursor to end of line
#define STB_TEXTEDIT_K_TEXTSTART    0x10006 // keyboard input to move cursor to start of text
#define STB_TEXTEDIT_K_TEXTEND      0x10007 // keyboard input to move cursor to end of text
#define STB_TEXTEDIT_K_DELETE       0x10008 // keyboard input to delete selection or character under cursor
#define STB_TEXTEDIT_K_BACKSPACE    0x10009 // keyboard input to delete selection or character left of cursor
#define STB_TEXTEDIT_K_UNDO         0x1000A // keyboard input to perform undo
#define STB_TEXTEDIT_K_REDO         0x1000B // keyboard input to perform redo
#define STB_TEXTEDIT_K_WORDLEFT     0x1000C // keyboard input to move cursor left one word
#define STB_TEXTEDIT_K_WORDRIGHT    0x1000D // keyboard input to move cursor right one word
#define STB_TEXTEDIT_K_SHIFT        0x20000

#define STB_TEXTEDIT_IMPLEMENTATION
#include "stb_textedit.h"

}

void ImGuiInputTextState::OnKeyPressed(int key)
{
    stb_textedit_key(this, &StbState, key);
    CursorFollow = true;
    CursorAnimReset();
}

ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
{
    memset(this, 0, sizeof(*this));
}

// Public API to manipulate UTF-8 text
// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)
{
    IM_ASSERT(pos + bytes_count <= BufTextLen);
    char* dst = Buf + pos;
    const char* src = Buf + pos + bytes_count;
    while (char c = *src++)
        *dst++ = c;
    *dst = '\0';

    if (CursorPos + bytes_count >= pos)
        CursorPos -= bytes_count;
    else if (CursorPos >= pos)
        CursorPos = pos;
    SelectionStart = SelectionEnd = CursorPos;
    BufDirty = true;
    BufTextLen -= bytes_count;
}

void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
{
    const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
    if (new_text_len + BufTextLen >= BufSize)
    {
        if (!is_resizable)
            return;

        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!)
        ImGuiContext& g = *GImGui;
        ImGuiInputTextState* edit_state = &g.InputTextState;
        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
        IM_ASSERT(Buf == edit_state->TempBuffer.Data);
        int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
        edit_state->TempBuffer.reserve(new_buf_size + 1);
        Buf = edit_state->TempBuffer.Data;
        BufSize = edit_state->BufCapacityA = new_buf_size;
    }

    if (BufTextLen != pos)
        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
    Buf[BufTextLen + new_text_len] = '\0';

    if (CursorPos >= pos)
        CursorPos += new_text_len;
    SelectionStart = SelectionEnd = CursorPos;
    BufDirty = true;
    BufTextLen += new_text_len;
}

// Return false to discard a character.
static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
    unsigned int c = *p_char;

    if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
    {
        bool pass = false;
        pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
        pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
        if (!pass)
            return false;
    }

    if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
        return false;

    if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
    {
        if (flags & ImGuiInputTextFlags_CharsDecimal)
            if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
                return false;

        if (flags & ImGuiInputTextFlags_CharsScientific)
            if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
                return false;

        if (flags & ImGuiInputTextFlags_CharsHexadecimal)
            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
                return false;

        if (flags & ImGuiInputTextFlags_CharsUppercase)
            if (c >= 'a' && c <= 'z')
                *p_char = (c += (unsigned int)('A'-'a'));

        if (flags & ImGuiInputTextFlags_CharsNoBlank)
            if (ImCharIsBlankW(c))
                return false;
    }

    if (flags & ImGuiInputTextFlags_CallbackCharFilter)
    {
        ImGuiInputTextCallbackData callback_data;
        memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));
        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
        callback_data.EventChar = (ImWchar)c;
        callback_data.Flags = flags;
        callback_data.UserData = user_data;
        if (callback(&callback_data) != 0)
            return false;
        *p_char = callback_data.EventChar;
        if (!callback_data.EventChar)
            return false;
    }

    return true;
}

// Edit a string of text
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
//   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match 
//   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
// - If you want to use ImGui::InputText() with std::string, see misc/stl/imgui_stl.h
// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline)));        // Can't use both together (they both use up/down keys)
    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)

    ImGuiContext& g = *GImGui;
    const ImGuiIO& io = g.IO;
    const ImGuiStyle& style = g.Style;

    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
    const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
    if (is_resizable)
        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!

    if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, 
        BeginGroup();
    const ImGuiID id = window->GetID(label);
    const ImVec2 label_size = CalcTextSize(label, NULL, true);
    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));

    ImGuiWindow* draw_window = window;
    if (is_multiline)
    {
        ItemAdd(total_bb, id, &frame_bb);
        if (!BeginChildFrame(id, frame_bb.GetSize()))
        {
            EndChildFrame();
            EndGroup();
            return false;
        }
        draw_window = GetCurrentWindow();
        draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
        size.x -= draw_window->ScrollbarSizes.x;
    }
    else
    {
        ItemSize(total_bb, style.FramePadding.y);
        if (!ItemAdd(total_bb, id, &frame_bb))
            return false;
    }
    const bool hovered = ItemHoverable(frame_bb, id);
    if (hovered)
        g.MouseCursor = ImGuiMouseCursor_TextInput;

    // Password pushes a temporary font with only a fallback glyph
    if (is_password)
    {
        const ImFontGlyph* glyph = g.Font->FindGlyph('*');
        ImFont* password_font = &g.InputTextPasswordFont;
        password_font->FontSize = g.Font->FontSize;
        password_font->Scale = g.Font->Scale;
        password_font->DisplayOffset = g.Font->DisplayOffset;
        password_font->Ascent = g.Font->Ascent;
        password_font->Descent = g.Font->Descent;
        password_font->ContainerAtlas = g.Font->ContainerAtlas;
        password_font->FallbackGlyph = glyph;
        password_font->FallbackAdvanceX = glyph->AdvanceX;
        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
        PushFont(password_font);
    }

    // NB: we are only allowed to access 'edit_state' if we are the active widget.
    ImGuiInputTextState& edit_state = g.InputTextState;

    const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0);    // Using completion callback disable keyboard tabbing
    const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
    const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;

    const bool user_clicked = hovered && io.MouseClicked[0];
    const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
    const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));

    bool clear_active_id = false;

    bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
    if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
    {
        if (g.ActiveId != id)
        {
            // Start edition
            // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
            // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
            const int prev_len_w = edit_state.CurLenW;
            const int init_buf_len = (int)strlen(buf);
            edit_state.TextW.resize(buf_size+1);             // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
            edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
            memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1);
            const char* buf_end = NULL;
            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end);
            edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
            edit_state.CursorAnimReset();

            // Preserve cursor position and undo/redo stack if we come back to same widget
            // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
            const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW);
            if (recycle_state)
            {
                // Recycle existing cursor/selection/undo stack but clamp position
                // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
                edit_state.CursorClamp();
            }
            else
            {
                edit_state.ID = id;
                edit_state.ScrollX = 0.0f;
                stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
                if (!is_multiline && focus_requested_by_code)
                    select_all = true;
            }
            if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
                edit_state.StbState.insert_mode = true;
            if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
                select_all = true;
        }
        SetActiveID(id, window);
        SetFocusID(id, window);
        FocusWindow(window);
        if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
            g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
    }
    else if (io.MouseClicked[0])
    {
        // Release focus when we click outside
        clear_active_id = true;
    }

    bool value_changed = false;
    bool enter_pressed = false;
    int backup_current_text_length = 0;

    if (g.ActiveId == id)
    {
        if (!is_editable && !g.ActiveIdIsJustActivated)
        {
            // When read-only we always use the live data passed to the function
            edit_state.TextW.resize(buf_size+1);
            const char* buf_end = NULL;
            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end);
            edit_state.CurLenA = (int)(buf_end - buf);
            edit_state.CursorClamp();
        }

        backup_current_text_length = edit_state.CurLenA;
        edit_state.BufCapacityA = buf_size;
        edit_state.UserFlags = flags;
        edit_state.UserCallback = callback;
        edit_state.UserCallbackData = callback_user_data;

        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
        // Down the line we should have a cleaner library-wide concept of Selected vs Active.
        g.ActiveIdAllowOverlap = !io.MouseDown[0];
        g.WantTextInputNextFrame = 1;

        // Edit in progress
        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));

        const bool is_osx = io.ConfigMacOSXBehaviors;
        if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
        {
            edit_state.SelectAll();
            edit_state.SelectedAllMouseLock = true;
        }
        else if (hovered && is_osx && io.MouseDoubleClicked[0])
        {
            // Double-click select a word only, OS X style (by simulating keystrokes)
            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
        }
        else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
        {
            if (hovered)
            {
                stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
                edit_state.CursorAnimReset();
            }
        }
        else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
        {
            stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
            edit_state.CursorAnimReset();
            edit_state.CursorFollow = true;
        }
        if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
            edit_state.SelectedAllMouseLock = false;

        if (io.InputCharacters[0])
        {
            // Process text input (before we check for Return because using some IME will effectively send a Return?)
            // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
            bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
            if (!ignore_inputs && is_editable && !user_nav_input_start)
                for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)
                {
                    // Insert character if they pass filtering
                    unsigned int c = (unsigned int)io.InputCharacters[n];
                    if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
                        edit_state.OnKeyPressed((int)c);
                }

            // Consume characters
            memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
        }
    }

    bool cancel_edit = false;
    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
    {
        // Handle key-presses
        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
        const bool is_osx = io.ConfigMacOSXBehaviors;
        const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
        const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt;
        const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl
        const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
        const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
        const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;

        const bool is_cut   = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection());
        const bool is_copy  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection());
        const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable;
        const bool is_undo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable);
        const bool is_redo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable;

        if (IsKeyPressedMap(ImGuiKey_LeftArrow))                        { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
        else if (IsKeyPressedMap(ImGuiKey_RightArrow))                  { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
        else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
        else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
        else if (IsKeyPressedMap(ImGuiKey_Home))                        { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
        else if (IsKeyPressedMap(ImGuiKey_End))                         { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
        else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable)       { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
        else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)
        {
            if (!edit_state.HasSelection())
            {
                if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
            }
            edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
        }
        else if (IsKeyPressedMap(ImGuiKey_Enter))
        {
            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
            if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
            {
                enter_pressed = clear_active_id = true;
            }
            else if (is_editable)
            {
                unsigned int c = '\n'; // Insert new line
                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
                    edit_state.OnKeyPressed((int)c);
            }
        }
        else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
        {
            unsigned int c = '\t'; // Insert TAB
            if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
                edit_state.OnKeyPressed((int)c);
        }
        else if (IsKeyPressedMap(ImGuiKey_Escape))
        {
            clear_active_id = cancel_edit = true;
        }
        else if (is_undo || is_redo)
        {
            edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
            edit_state.ClearSelection();
        }
        else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
        {
            edit_state.SelectAll();
            edit_state.CursorFollow = true;
        }
        else if (is_cut || is_copy)
        {
            // Cut, Copy
            if (io.SetClipboardTextFn)
            {
                const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
                const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
                edit_state.TempBuffer.resize((ie-ib) * 4 + 1);
                ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie);
                SetClipboardText(edit_state.TempBuffer.Data);
            }
            if (is_cut)
            {
                if (!edit_state.HasSelection())
                    edit_state.SelectAll();
                edit_state.CursorFollow = true;
                stb_textedit_cut(&edit_state, &edit_state.StbState);
            }
        }
        else if (is_paste)
        {
            if (const char* clipboard = GetClipboardText())
            {
                // Filter pasted buffer
                const int clipboard_len = (int)strlen(clipboard);
                ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
                int clipboard_filtered_len = 0;
                for (const char* s = clipboard; *s; )
                {
                    unsigned int c;
                    s += ImTextCharFromUtf8(&c, s, NULL);
                    if (c == 0)
                        break;
                    if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data))
                        continue;
                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
                }
                clipboard_filtered[clipboard_filtered_len] = 0;
                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
                {
                    stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
                    edit_state.CursorFollow = true;
                }
                ImGui::MemFree(clipboard_filtered);
            }
        }
    }

    if (g.ActiveId == id)
    {
        const char* apply_new_text = NULL;
        int apply_new_text_length = 0;
        if (cancel_edit)
        {
            // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
            if (is_editable && strcmp(buf, edit_state.InitialText.Data) != 0)
            {
                apply_new_text = edit_state.InitialText.Data;
                apply_new_text_length = edit_state.InitialText.Size - 1;
            }
        }

        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage.
        bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
        if (apply_edit_back_to_user_buffer)
        {
            // Apply new value immediately - copy modified buffer back
            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
            if (is_editable)
            {
                edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1);
                ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL);
            }

            // User callback
            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
            {
                IM_ASSERT(callback != NULL);

                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
                ImGuiInputTextFlags event_flag = 0;
                ImGuiKey event_key = ImGuiKey_COUNT;
                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
                {
                    event_flag = ImGuiInputTextFlags_CallbackCompletion;
                    event_key = ImGuiKey_Tab;
                }
                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
                {
                    event_flag = ImGuiInputTextFlags_CallbackHistory;
                    event_key = ImGuiKey_UpArrow;
                }
                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
                {
                    event_flag = ImGuiInputTextFlags_CallbackHistory;
                    event_key = ImGuiKey_DownArrow;
                }
                else if (flags & ImGuiInputTextFlags_CallbackAlways)
                    event_flag = ImGuiInputTextFlags_CallbackAlways;

                if (event_flag)
                {
                    ImGuiInputTextCallbackData callback_data;
                    memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));
                    callback_data.EventFlag = event_flag;
                    callback_data.Flags = flags;
                    callback_data.UserData = callback_user_data;

                    callback_data.EventKey = event_key;
                    callback_data.Buf = edit_state.TempBuffer.Data;
                    callback_data.BufTextLen = edit_state.CurLenA;
                    callback_data.BufSize = edit_state.BufCapacityA;
                    callback_data.BufDirty = false;

                    // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
                    ImWchar* text = edit_state.TextW.Data;
                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);

                    // Call user code
                    callback(&callback_data);

                    // Read back what user may have modified
                    IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data);  // Invalid to modify those fields
                    IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA);
                    IM_ASSERT(callback_data.Flags == flags);
                    if (callback_data.CursorPos != utf8_cursor_pos)            { edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; }
                    if (callback_data.SelectionStart != utf8_selection_start)  { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
                    if (callback_data.SelectionEnd != utf8_selection_end)      { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
                    if (callback_data.BufDirty)
                    {
                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
                        if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
                            edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length));
                        edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL);
                        edit_state.CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
                        edit_state.CursorAnimReset();
                    }
                }
            }

            // Will copy result string if modified
            if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0)
            {
                apply_new_text = edit_state.TempBuffer.Data;
                apply_new_text_length = edit_state.CurLenA;
            }
        }

        // Copy result to user buffer
        if (apply_new_text)
        {
            IM_ASSERT(apply_new_text_length >= 0);
            if (backup_current_text_length != apply_new_text_length && is_resizable)
            {
                ImGuiInputTextCallbackData callback_data;
                callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
                callback_data.Flags = flags;
                callback_data.Buf = buf;
                callback_data.BufTextLen = apply_new_text_length;
                callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
                callback_data.UserData = callback_user_data;
                callback(&callback_data);
                buf = callback_data.Buf;
                buf_size = callback_data.BufSize;
                apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
                IM_ASSERT(apply_new_text_length <= buf_size);
            }

            // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
            ImStrncpy(buf, edit_state.TempBuffer.Data, ImMin(apply_new_text_length + 1, buf_size));
            value_changed = true;
        }

        // Clear temporary user storage
        edit_state.UserFlags = 0;
        edit_state.UserCallback = NULL;
        edit_state.UserCallbackData = NULL;
    }

    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
    if (clear_active_id && g.ActiveId == id)
        ClearActiveID();

    // Render
    // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
    const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL;

    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
    const int buf_display_max_length = 2 * 1024 * 1024;

    if (!is_multiline)
    {
        RenderNavHighlight(frame_bb, id);
        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
    }

    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
    ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
    ImVec2 text_size(0.f, 0.f);
    const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
    if (g.ActiveId == id || is_currently_scrolling)
    {
        edit_state.CursorAnim += io.DeltaTime;

        // This is going to be messy. We need to:
        // - Display the text (this alone can be more easily clipped)
        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
        // - Measure text height (for scrollbar)
        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
        const ImWchar* text_begin = edit_state.TextW.Data;
        ImVec2 cursor_offset, select_start_offset;

        {
            // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.
            const ImWchar* searches_input_ptr[2];
            searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;
            searches_input_ptr[1] = NULL;
            int searches_remaining = 1;
            int searches_result_line_number[2] = { -1, -999 };
            if (edit_state.StbState.select_start != edit_state.StbState.select_end)
            {
                searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
                searches_result_line_number[1] = -1;
                searches_remaining++;
            }

            // Iterate all lines to find our line numbers
            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
            searches_remaining += is_multiline ? 1 : 0;
            int line_count = 0;
            for (const ImWchar* s = text_begin; *s != 0; s++)
                if (*s == '\n')
                {
                    line_count++;
                    if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }
                    if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }
                }
            line_count++;
            if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;
            if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count;

            // Calculate 2d position by finding the beginning of the line and measuring distance
            cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
            cursor_offset.y = searches_result_line_number[0] * g.FontSize;
            if (searches_result_line_number[1] >= 0)
            {
                select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
                select_start_offset.y = searches_result_line_number[1] * g.FontSize;
            }

            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
            if (is_multiline)
                text_size = ImVec2(size.x, line_count * g.FontSize);
        }

        // Scroll
        if (edit_state.CursorFollow)
        {
            // Horizontal scroll in chunks of quarter width
            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
            {
                const float scroll_increment_x = size.x * 0.25f;
                if (cursor_offset.x < edit_state.ScrollX)
                    edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
                else if (cursor_offset.x - size.x >= edit_state.ScrollX)
                    edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
            }
            else
            {
                edit_state.ScrollX = 0.0f;
            }

            // Vertical scroll
            if (is_multiline)
            {
                float scroll_y = draw_window->Scroll.y;
                if (cursor_offset.y - g.FontSize < scroll_y)
                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
                else if (cursor_offset.y - size.y >= scroll_y)
                    scroll_y = cursor_offset.y - size.y;
                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag
                draw_window->Scroll.y = scroll_y;
                render_pos.y = draw_window->DC.CursorPos.y;
            }
        }
        edit_state.CursorFollow = false;
        const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);

        // Draw selection
        if (edit_state.StbState.select_start != edit_state.StbState.select_end)
        {
            const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
            const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);

            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);
            ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
            {
                if (rect_pos.y > clip_rect.w + g.FontSize)
                    break;
                if (rect_pos.y < clip_rect.y)
                {
                    while (p < text_selected_end)
                        if (*p++ == '\n')
                            break;
                }
                else
                {
                    ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
                    if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
                    rect.ClipWith(clip_rect);
                    if (rect.Overlaps(clip_rect))
                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
                }
                rect_pos.x = render_pos.x - render_scroll.x;
                rect_pos.y += g.FontSize;
            }
        }

        const int buf_display_len = edit_state.CurLenA;
        if (is_multiline || buf_display_len < buf_display_max_length)
            draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect);

        // Draw blinking cursor
        bool cursor_is_visible = (!g.IO.ConfigCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
        ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
        ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f);
        if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
            draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));

        // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
        if (is_editable)
        {
            g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
            g.PlatformImePosViewport = window->Viewport;
        }
    }
    else
    {
        // Render text only
        const char* buf_end = NULL;
        if (is_multiline)
            text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
        else
            buf_end = buf_display + strlen(buf_display);
        if (is_multiline || (buf_end - buf_display) < buf_display_max_length)
            draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
    }

    if (is_multiline)
    {
        Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
        EndChildFrame();
        EndGroup();
    }

    if (is_password)
        PopFont();

    // Log as text
    if (g.LogEnabled && !is_password)
        LogRenderedText(&render_pos, buf_display, NULL);

    if (label_size.x > 0)
        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);

    if (value_changed)
        MarkItemEdited(id);

    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
        return enter_pressed;
    else
        return value_changed;
}

//-------------------------------------------------------------------------
// WIDGETS: Color Editor / Picker
// - ColorEdit3()
// - ColorEdit4()
// - ColorPicker3()
// - RenderColorRectWithAlphaCheckerboard() [Internal]
// - ColorPicker4()
// - ColorButton()
// - SetColorEditOptions()
// - ColorTooltip() [Internal]
// - ColorEditOptionsPopup() [Internal]
// - ColorPickerOptionsPopup() [Internal]
//-------------------------------------------------------------------------

bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
{
    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
}

// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const float square_sz = GetFrameHeight();
    const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
    const float w_items_all = CalcItemWidth() - w_extra;
    const char* label_display_end = FindRenderedTextEnd(label);

    BeginGroup();
    PushID(label);

    // If we're not showing any slider there's no point in doing any HSV conversions
    const ImGuiColorEditFlags flags_untouched = flags;
    if (flags & ImGuiColorEditFlags_NoInputs)
        flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions;

    // Context menu: display and modify options (before defaults are applied)
    if (!(flags & ImGuiColorEditFlags_NoOptions))
        ColorEditOptionsPopup(col, flags);

    // Read stored options
    if (!(flags & ImGuiColorEditFlags__InputsMask))
        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask);
    if (!(flags & ImGuiColorEditFlags__DataTypeMask))
        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask);
    if (!(flags & ImGuiColorEditFlags__PickerMask))
        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);
    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask));

    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
    const int components = alpha ? 4 : 3;

    // Convert to the formats we need
    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
    if (flags & ImGuiColorEditFlags_HSV)
        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };

    bool value_changed = false;
    bool value_changed_as_float = false;

    if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
    {
        // RGB/HSV 0..255 Sliders
        const float w_item_one  = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
        const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));

        const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
        const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
        const char* fmt_table_int[3][4] =
        {
            {   "%3d",   "%3d",   "%3d",   "%3d" }, // Short display
            { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA
            { "H:%3d", "S:%3d", "V:%3d", "A:%3d" }  // Long display for HSVA
        };
        const char* fmt_table_float[3][4] =
        {
            {   "%0.3f",   "%0.3f",   "%0.3f",   "%0.3f" }, // Short display
            { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
            { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" }  // Long display for HSVA
        };
        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1;

        PushItemWidth(w_item_one);
        for (int n = 0; n < components; n++)
        {
            if (n > 0)
                SameLine(0, style.ItemInnerSpacing.x);
            if (n + 1 == components)
                PushItemWidth(w_item_last);
            if (flags & ImGuiColorEditFlags_Float)
                value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
            else
                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
            if (!(flags & ImGuiColorEditFlags_NoOptions))
                OpenPopupOnItemClick("context");
        }
        PopItemWidth();
        PopItemWidth();
    }
    else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
    {
        // RGB Hexadecimal Input
        char buf[64];
        if (alpha)
            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255));
        else
            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255));
        PushItemWidth(w_items_all);
        if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
        {
            value_changed = true;
            char* p = buf;
            while (*p == '#' || ImCharIsBlankA(*p))
                p++;
            i[0] = i[1] = i[2] = i[3] = 0;
            if (alpha)
                sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
            else
                sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
        }
        if (!(flags & ImGuiColorEditFlags_NoOptions))
            OpenPopupOnItemClick("context");
        PopItemWidth();
    }

    ImGuiWindow* picker_active_window = NULL;
    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
    {
        if (!(flags & ImGuiColorEditFlags_NoInputs))
            SameLine(0, style.ItemInnerSpacing.x);

        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
        if (ColorButton("##ColorButton", col_v4, flags))
        {
            if (!(flags & ImGuiColorEditFlags_NoPicker))
            {
                // Store current color and open a picker
                g.ColorPickerRef = col_v4;
                OpenPopup("picker");
                SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y));
            }
        }
        if (!(flags & ImGuiColorEditFlags_NoOptions))
            OpenPopupOnItemClick("context");

        if (BeginPopup("picker"))
        {
            picker_active_window = g.CurrentWindow;
            if (label != label_display_end)
            {
                TextUnformatted(label, label_display_end);
                Separator();
            }
            ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
            ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
            PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
            value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
            PopItemWidth();
            EndPopup();
        }
    }

    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
    {
        SameLine(0, style.ItemInnerSpacing.x);
        TextUnformatted(label, label_display_end);
    }

    // Convert back
    if (picker_active_window == NULL)
    {
        if (!value_changed_as_float)
            for (int n = 0; n < 4; n++)
                f[n] = i[n] / 255.0f;
        if (flags & ImGuiColorEditFlags_HSV)
            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
        if (value_changed)
        {
            col[0] = f[0];
            col[1] = f[1];
            col[2] = f[2];
            if (alpha)
                col[3] = f[3];
        }
    }

    PopID();
    EndGroup();

    // Drag and Drop Target
    // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
    if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())
    {
        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
        {
            memcpy((float*)col, payload->Data, sizeof(float) * 3);
            value_changed = true;
        }
        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
        {
            memcpy((float*)col, payload->Data, sizeof(float) * components);
            value_changed = true;
        }
        EndDragDropTarget();
    }

    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
        window->DC.LastItemId = g.ActiveId;

    if (value_changed)
        MarkItemEdited(window->DC.LastItemId);

    return value_changed;
}

bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
{
    float col4[4] = { col[0], col[1], col[2], 1.0f };
    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
        return false;
    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
    return true;
}

static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b)
{
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
    return IM_COL32(r, g, b, 0xFF);
}

// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
    {
        ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));
        ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));
        window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);

        int yi = 0;
        for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
        {
            float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
            if (y2 <= y1)
                continue;
            for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
            {
                float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
                if (x2 <= x1)
                    continue;
                int rounding_corners_flags_cell = 0;
                if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
                if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
                rounding_corners_flags_cell &= rounding_corners_flags;
                window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
            }
        }
    }
    else
    {
        window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
    }
}

// Helper for ColorPicker4()
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
{
    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32_WHITE);
    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left,  IM_COL32_BLACK);
    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32_WHITE);
}

// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
{
    ImGuiContext& g = *GImGui;
    ImGuiWindow* window = GetCurrentWindow();
    ImDrawList* draw_list = window->DrawList;

    ImGuiStyle& style = g.Style;
    ImGuiIO& io = g.IO;

    PushID(label);
    BeginGroup();

    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
        flags |= ImGuiColorEditFlags_NoSmallPreview;

    // Context menu: display and store options.
    if (!(flags & ImGuiColorEditFlags_NoOptions))
        ColorPickerOptionsPopup(col, flags);

    // Read stored options
    if (!(flags & ImGuiColorEditFlags__PickerMask))
        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected
    if (!(flags & ImGuiColorEditFlags_NoOptions))
        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);

    // Setup
    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
    ImVec2 picker_pos = window->DC.CursorPos;
    float square_sz = GetFrameHeight();
    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
    float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
    float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);

    float backup_initial_col[4];
    memcpy(backup_initial_col, col, components * sizeof(float));

    float wheel_thickness = sv_picker_size * 0.08f;
    float wheel_r_outer = sv_picker_size * 0.50f;
    float wheel_r_inner = wheel_r_outer - wheel_thickness;
    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f);

    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.

    float H,S,V;
    ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);

    bool value_changed = false, value_changed_h = false, value_changed_sv = false;

    PushItemFlag(ImGuiItemFlags_NoNav, true);
    if (flags & ImGuiColorEditFlags_PickerHueWheel)
    {
        // Hue wheel + SV triangle logic
        InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
        if (IsItemActive())
        {
            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
            ImVec2 current_off = g.IO.MousePos - wheel_center;
            float initial_dist2 = ImLengthSqr(initial_off);
            if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))
            {
                // Interactive with Hue wheel
                H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f;
                if (H < 0.0f)
                    H += 1.0f;
                value_changed = value_changed_h = true;
            }
            float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
            float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
            {
                // Interacting with SV triangle
                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
                float uu, vv, ww;
                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
                S = ImClamp(uu / V, 0.0001f, 1.0f);
                value_changed = value_changed_sv = true;
            }
        }
        if (!(flags & ImGuiColorEditFlags_NoOptions))
            OpenPopupOnItemClick("context");
    }
    else if (flags & ImGuiColorEditFlags_PickerHueBar)
    {
        // SV rectangle logic
        InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
        if (IsItemActive())
        {
            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));
            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
            value_changed = value_changed_sv = true;
        }
        if (!(flags & ImGuiColorEditFlags_NoOptions))
            OpenPopupOnItemClick("context");

        // Hue bar logic
        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
        InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
        if (IsItemActive())
        {
            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
            value_changed = value_changed_h = true;
        }
    }

    // Alpha bar logic
    if (alpha_bar)
    {
        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
        InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
        if (IsItemActive())
        {
            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
            value_changed = true;
        }
    }
    PopItemFlag(); // ImGuiItemFlags_NoNav

    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
    {
        SameLine(0, style.ItemInnerSpacing.x);
        BeginGroup();
    }

    if (!(flags & ImGuiColorEditFlags_NoLabel))
    {
        const char* label_display_end = FindRenderedTextEnd(label);
        if (label != label_display_end)
        {
            if ((flags & ImGuiColorEditFlags_NoSidePreview))
                SameLine(0, style.ItemInnerSpacing.x);
            TextUnformatted(label, label_display_end);
        }
    }

    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
    {
        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
        if ((flags & ImGuiColorEditFlags_NoLabel))
            Text("Current");
        ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2));
        if (ref_col != NULL)
        {
            Text("Original");
            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
            if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)))
            {
                memcpy(col, ref_col, components * sizeof(float));
                value_changed = true;
            }
        }
        PopItemFlag();
        EndGroup();
    }

    // Convert back color to RGB
    if (value_changed_h || value_changed_sv)
        ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);

    // R,G,B and H,S,V slider color editor
    bool value_changed_fix_hue_wrap = false;
    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
    {
        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
        if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0)
            if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB))
            {
                // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
                // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
                value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
                value_changed = true;
            }
        if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0)
            value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV);
        if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0)
            value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX);
        PopItemWidth();
    }

    // Try to cancel hue wrap (after ColorEdit4 call), if any
    if (value_changed_fix_hue_wrap)
    {
        float new_H, new_S, new_V;
        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
        if (new_H <= 0 && H > 0)
        {
            if (new_V <= 0 && V != new_V)
                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
            else if (new_S <= 0)
                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
        }
    }

    ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
    ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f));

    const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
    ImVec2 sv_cursor_pos;

    if (flags & ImGuiColorEditFlags_PickerHueWheel)
    {
        // Render Hue Wheel
        const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
        for (int n = 0; n < 6; n++)
        {
            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;
            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
            const int vert_start_idx = draw_list->VtxBuffer.Size;
            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
            draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
            const int vert_end_idx = draw_list->VtxBuffer.Size;

            // Paint colors over existing vertices
            ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
            ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
            ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
        }

        // Render Cursor + preview on Hue Wheel
        float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
        float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
        ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f);
        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
        int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);
        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);

        // Render SV triangle (rotated according to hue)
        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
        ImVec2 uv_white = GetFontTexUvWhitePixel();
        draw_list->PrimReserve(6, 6);
        draw_list->PrimVtx(tra, uv_white, hue_color32);
        draw_list->PrimVtx(trb, uv_white, hue_color32);
        draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
        draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
        draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
        draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
        draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);
        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
    }
    else if (flags & ImGuiColorEditFlags_PickerHueBar)
    {
        // Render SV Square
        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
        sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S)     * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
        sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);

        // Render Hue Bar
        for (int i = 0; i < 6; ++i)
            draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
        float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
        RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
    }

    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
    float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);

    // Render alpha bar
    if (alpha_bar)
    {
        float alpha = ImSaturate(col[3]);
        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
        RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
        float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
        RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
    }

    EndGroup();

    if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
        value_changed = false;
    if (value_changed)
        MarkItemEdited(window->DC.LastItemId);

    PopID();

    return value_changed;
}

// A little colored square. Return true when clicked.
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiID id = window->GetID(desc_id);
    float default_size = GetFrameHeight();
    if (size.x == 0.0f)
        size.x = default_size;
    if (size.y == 0.0f)
        size.y = default_size;
    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
    if (!ItemAdd(bb, id))
        return false;

    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held);

    if (flags & ImGuiColorEditFlags_NoAlpha)
        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);

    ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f);
    float grid_step = ImMin(size.x, size.y) / 2.99f;
    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
    ImRect bb_inner = bb;
    float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
    bb_inner.Expand(off);
    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f)
    {
        float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
        RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight);
        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
    }
    else
    {
        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha;
        if (col_source.w < 1.0f)
            RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
        else
            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All);
    }
    RenderNavHighlight(bb, id);
    if (g.Style.FrameBorderSize > 0.0f)
        RenderFrameBorder(bb.Min, bb.Max, rounding);
    else
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border

    // Drag and Drop Source
    // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
    if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())
    {
        if (flags & ImGuiColorEditFlags_NoAlpha)
            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once);
        else
            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once);
        ColorButton(desc_id, col, flags);
        SameLine();
        TextUnformatted("Color");
        EndDragDropSource();
    }

    // Tooltip
    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));

    if (pressed)
        MarkItemEdited(id);

    return pressed;
}

void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
{
    ImGuiContext& g = *GImGui;
    if ((flags & ImGuiColorEditFlags__InputsMask) == 0)
        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask;
    if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)
        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;
    if ((flags & ImGuiColorEditFlags__PickerMask) == 0)
        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;
    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask)));   // Check only 1 option is selected
    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected
    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask)));   // Check only 1 option is selected
    g.ColorEditOptions = flags;
}

// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
{
    ImGuiContext& g = *GImGui;

    int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
    BeginTooltipEx(0, true);

    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
    if (text_end > text)
    {
        TextUnformatted(text, text_end);
        Separator();
    }

    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
    ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
    SameLine();
    if (flags & ImGuiColorEditFlags_NoAlpha)
        Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);
    else
        Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
    EndTooltip();
}

void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
{
    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask);
    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask);
    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
        return;
    ImGuiContext& g = *GImGui;
    ImGuiColorEditFlags opts = g.ColorEditOptions;
    if (allow_opt_inputs)
    {
        if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB;
        if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV;
        if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX;
    }
    if (allow_opt_datatype)
    {
        if (allow_opt_inputs) Separator();
        if (RadioButton("0..255",     (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8;
        if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float;
    }

    if (allow_opt_inputs || allow_opt_datatype)
        Separator();
    if (Button("Copy as..", ImVec2(-1,0)))
        OpenPopup("Copy");
    if (BeginPopup("Copy"))
    {
        int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
        char buf[64];
        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
        if (Selectable(buf))
            SetClipboardText(buf);
        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
        if (Selectable(buf))
            SetClipboardText(buf);
        if (flags & ImGuiColorEditFlags_NoAlpha)
            ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb);
        else
            ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca);
        if (Selectable(buf))
            SetClipboardText(buf);
        EndPopup();
    }

    g.ColorEditOptions = opts;
    EndPopup();
}

void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)
{
    bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask);
    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup("context"))
        return;
    ImGuiContext& g = *GImGui;
    if (allow_opt_picker)
    {
        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
        ImGui::PushItemWidth(picker_size.x);
        for (int picker_type = 0; picker_type < 2; picker_type++)
        {
            // Draw small/thumbnail version of each picker type (over an invisible button for selection)
            if (picker_type > 0) ImGui::Separator();
            ImGui::PushID(picker_type);
            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha);
            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
            ImVec2 backup_pos = ImGui::GetCursorScreenPos();
            if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
            ImGui::SetCursorScreenPos(backup_pos);
            ImVec4 dummy_ref_col;
            memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));
            ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
            ImGui::PopID();
        }
        ImGui::PopItemWidth();
    }
    if (allow_opt_alpha_bar)
    {
        if (allow_opt_picker) ImGui::Separator();
        ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
    }
    ImGui::EndPopup();
}

//-------------------------------------------------------------------------
// WIDGETS: Trees
// - TreeNode()
// - TreeNodeV()
// - TreeNodeEx()
// - TreeNodeExV()
// - TreeNodeBehavior() [Internal]  
// - TreePush()
// - TreePop()
// - TreeAdvanceToLabelPos()
// - GetTreeNodeToLabelSpacing()
// - SetNextTreeNodeOpen()
// - CollapsingHeader()
//-------------------------------------------------------------------------

bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    bool is_open = TreeNodeExV(str_id, 0, fmt, args);
    va_end(args);
    return is_open;
}

bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
    va_end(args);
    return is_open;
}

bool ImGui::TreeNode(const char* label)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;
    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);
}

bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
{
    return TreeNodeExV(str_id, 0, fmt, args);
}

bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
{
    return TreeNodeExV(ptr_id, 0, fmt, args);
}

bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);
}

bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    bool is_open = TreeNodeExV(str_id, flags, fmt, args);
    va_end(args);
    return is_open;
}

bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
    va_list args;
    va_start(args, fmt);
    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
    va_end(args);
    return is_open;
}

bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
    return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);
}

bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
    return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);
}

bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
{
    if (flags & ImGuiTreeNodeFlags_Leaf)
        return true;

    // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
    ImGuiContext& g = *GImGui;
    ImGuiWindow* window = g.CurrentWindow;
    ImGuiStorage* storage = window->DC.StateStorage;

    bool is_open;
    if (g.NextTreeNodeOpenCond != 0)
    {
        if (g.NextTreeNodeOpenCond & ImGuiCond_Always)
        {
            is_open = g.NextTreeNodeOpenVal;
            storage->SetInt(id, is_open);
        }
        else
        {
            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
            const int stored_value = storage->GetInt(id, -1);
            if (stored_value == -1)
            {
                is_open = g.NextTreeNodeOpenVal;
                storage->SetInt(id, is_open);
            }
            else
            {
                is_open = stored_value != 0;
            }
        }
        g.NextTreeNodeOpenCond = 0;
    }
    else
    {
        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
    }

    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
    // NB- If we are above max depth we still allow manually opened nodes to be logged.
    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
        is_open = true;

    return is_open;
}

bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
    const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);

    if (!label_end)
        label_end = FindRenderedTextEnd(label);
    const ImVec2 label_size = CalcTextSize(label, label_end, false);

    // We vertically grow up to current line height up the typical widget height.
    const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
    const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
    ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
    if (display_frame)
    {
        // Framed header expand a little outside the default padding
        frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
        frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
    }

    const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2));   // Collapser arrow width + Spacing
    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f);   // Include collapser
    ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);

    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
    // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
    const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
    bool is_open = TreeNodeBehaviorIsOpen(id, flags);

    // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
    // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
    if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
        window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth);

    bool item_add = ItemAdd(interact_bb, id);
    window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
    window->DC.LastItemDisplayRect = frame_bb;

    if (!item_add)
    {
        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
            TreePushRawID(id);
        return is_open;
    }

    // Flags that affects opening behavior:
    // - 0(default) ..................... single-click anywhere to open
    // - OpenOnDoubleClick .............. double-click anywhere to open
    // - OpenOnArrow .................... single-click on arrow to open
    // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
    ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
    if (!(flags & ImGuiTreeNodeFlags_Leaf))
        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
    if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
        button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);

    bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
    if (!(flags & ImGuiTreeNodeFlags_Leaf))
    {
        bool toggled = false;
        if (pressed)
        {
            toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
                toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover);
            if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
                toggled |= g.IO.MouseDoubleClicked[0];
            if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
                toggled = false;
        }

        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
        {
            toggled = true;
            NavMoveRequestCancel();
        }
        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
        {
            toggled = true;
            NavMoveRequestCancel();
        }

        if (toggled)
        {
            is_open = !is_open;
            window->DC.StateStorage->SetInt(id, is_open);
        }
    }
    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
        SetItemAllowOverlap();

    // Render
    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
    const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
    if (display_frame)
    {
        // Framed type
        RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
        RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
        RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
        if (g.LogEnabled)
        {
            // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
            const char log_prefix[] = "\n##";
            const char log_suffix[] = "##";
            LogRenderedText(&text_pos, log_prefix, log_prefix+3);
            RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
            LogRenderedText(&text_pos, log_suffix+1, log_suffix+3);
        }
        else
        {
            RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
        }
    }
    else
    {
        // Unframed typed for tree nodes
        if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
        {
            RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
            RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
        }

        if (flags & ImGuiTreeNodeFlags_Bullet)
            RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
        else if (!(flags & ImGuiTreeNodeFlags_Leaf))
            RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
        if (g.LogEnabled)
            LogRenderedText(&text_pos, ">");
        RenderText(text_pos, label, label_end, false);
    }

    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
        TreePushRawID(id);
    return is_open;
}

void ImGui::TreePush(const char* str_id)
{
    ImGuiWindow* window = GetCurrentWindow();
    Indent();
    window->DC.TreeDepth++;
    PushID(str_id ? str_id : "#TreePush");
}

void ImGui::TreePush(const void* ptr_id)
{
    ImGuiWindow* window = GetCurrentWindow();
    Indent();
    window->DC.TreeDepth++;
    PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
}

void ImGui::TreePushRawID(ImGuiID id)
{
    ImGuiWindow* window = GetCurrentWindow();
    Indent();
    window->DC.TreeDepth++;
    window->IDStack.push_back(id);
}

void ImGui::TreePop()
{
    ImGuiContext& g = *GImGui;
    ImGuiWindow* window = g.CurrentWindow;
    Unindent();

    window->DC.TreeDepth--;
    if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
        if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth)))
        {
            SetNavID(window->IDStack.back(), g.NavLayer);
            NavMoveRequestCancel();
        }
    window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1;

    IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
    PopID();
}

void ImGui::TreeAdvanceToLabelPos()
{
    ImGuiContext& g = *GImGui;
    g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
}

// Horizontal distance preceding label when using TreeNode() or Bullet()
float ImGui::GetTreeNodeToLabelSpacing()
{
    ImGuiContext& g = *GImGui;
    return g.FontSize + (g.Style.FramePadding.x * 2.0f);
}

void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond)
{
    ImGuiContext& g = *GImGui;
    if (g.CurrentWindow->SkipItems)
        return;
    g.NextTreeNodeOpenVal = is_open;
    g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always;
}

// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
}

bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    if (p_open && !*p_open)
        return false;

    ImGuiID id = window->GetID(label);
    bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label);
    if (p_open)
    {
        // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
        ImGuiContext& g = *GImGui;
        ImGuiItemHoveredDataBackup last_item_backup;
        float button_radius = g.FontSize * 0.5f;
        ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y);
        if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), button_center, button_radius))
            *p_open = false;
        last_item_backup.Restore();
    }

    return is_open;
}

//-------------------------------------------------------------------------
// WIDGETS: Selectables
// - Selectable()
//-------------------------------------------------------------------------

// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;

    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped.
        PopClipRect();

    ImGuiID id = window->GetID(label);
    ImVec2 label_size = CalcTextSize(label, NULL, true);
    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
    ImVec2 pos = window->DC.CursorPos;
    pos.y += window->DC.CurrentLineTextBaseOffset;
    ImRect bb_inner(pos, pos + size);
    ItemSize(bb_inner);

    // Fill horizontal space.
    ImVec2 window_padding = window->WindowPadding;
    float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
    float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
    ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
    ImRect bb(pos, pos + size_draw);
    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
        bb.Max.x += window_padding.x;

    // Selectables are tightly packed together, we extend the box to cover spacing between selectable.
    float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
    float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
    float spacing_R = style.ItemSpacing.x - spacing_L;
    float spacing_D = style.ItemSpacing.y - spacing_U;
    bb.Min.x -= spacing_L;
    bb.Min.y -= spacing_U;
    bb.Max.x += spacing_R;
    bb.Max.y += spacing_D;
    if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
    {
        if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
            PushColumnClipRect();
        return false;
    }

    // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
    ImGuiButtonFlags button_flags = 0;
    if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID;
    if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
    if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
    if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
    if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
    bool hovered, held;
    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
    if (flags & ImGuiSelectableFlags_Disabled)
        selected = false;

    // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
    if (pressed || hovered)
        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
        {
            g.NavDisableHighlight = true;
            SetNavID(id, window->DC.NavLayerCurrent);
        }
    if (pressed)
        MarkItemEdited(id);

    // Render
    if (hovered || selected)
    {
        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
        RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
        RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
    }

    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
    {
        PushColumnClipRect();
        bb.Max.x -= (GetContentRegionMax().x - max_x);
    }

    if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
    RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
    if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();

    // Automatically close popups
    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
        CloseCurrentPopup();
    return pressed;
}

bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
{
    if (Selectable(label, *p_selected, flags, size_arg))
    {
        *p_selected = !*p_selected;
        return true;
    }
    return false;
}

//-------------------------------------------------------------------------
// WIDGETS: List Box
// - ListBox()
// - ListBoxHeader()
// - ListBoxFooter()
//-------------------------------------------------------------------------

// FIXME: Rename to BeginListBox()
// Helper to calculate the size of a listbox and display a label on the right.
// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    const ImGuiStyle& style = GetStyle();
    const ImGuiID id = GetID(label);
    const ImVec2 label_size = CalcTextSize(label, NULL, true);

    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
    window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.

    BeginGroup();
    if (label_size.x > 0)
        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);

    BeginChildFrame(id, frame_bb.GetSize());
    return true;
}

// FIXME: Rename to BeginListBox()
bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
{
    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
    // We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
    // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
    if (height_in_items < 0)
        height_in_items = ImMin(items_count, 7);
    float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);

    // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
    ImVec2 size;
    size.x = 0.0f;
    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y;
    return ListBoxHeader(label, size);
}

// FIXME: Rename to EndListBox()
void ImGui::ListBoxFooter()
{
    ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
    const ImRect bb = parent_window->DC.LastItemRect;
    const ImGuiStyle& style = GetStyle();

    EndChildFrame();

    // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
    // We call SameLine() to restore DC.CurrentLine* data
    SameLine();
    parent_window->DC.CursorPos = bb.Min;
    ItemSize(bb, style.FramePadding.y);
    EndGroup();
}

bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
{
    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
    return value_changed;
}

bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
{
    if (!ListBoxHeader(label, items_count, height_in_items))
        return false;

    // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
    ImGuiContext& g = *GImGui;
    bool value_changed = false;
    ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
    while (clipper.Step())
        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
        {
            const bool item_selected = (i == *current_item);
            const char* item_text;
            if (!items_getter(data, i, &item_text))
                item_text = "*Unknown item*";

            PushID(i);
            if (Selectable(item_text, item_selected))
            {
                *current_item = i;
                value_changed = true;
            }
            if (item_selected)
                SetItemDefaultFocus();
            PopID();
        }
    ListBoxFooter();
    if (value_changed)
        MarkItemEdited(g.CurrentWindow->DC.LastItemId);

    return value_changed;
}

//-------------------------------------------------------------------------
// WIDGETS: Data Plotting
// - PlotEx() [Internal]
// - PlotLines()
// - PlotHistogram()
//-------------------------------------------------------------------------

void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;

    const ImVec2 label_size = CalcTextSize(label, NULL, true);
    if (graph_size.x == 0.0f)
        graph_size.x = CalcItemWidth();
    if (graph_size.y == 0.0f)
        graph_size.y = label_size.y + (style.FramePadding.y * 2);

    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
    ItemSize(total_bb, style.FramePadding.y);
    if (!ItemAdd(total_bb, 0, &frame_bb))
        return;
    const bool hovered = ItemHoverable(inner_bb, 0);

    // Determine scale from values if not specified
    if (scale_min == FLT_MAX || scale_max == FLT_MAX)
    {
        float v_min = FLT_MAX;
        float v_max = -FLT_MAX;
        for (int i = 0; i < values_count; i++)
        {
            const float v = values_getter(data, i);
            v_min = ImMin(v_min, v);
            v_max = ImMax(v_max, v);
        }
        if (scale_min == FLT_MAX)
            scale_min = v_min;
        if (scale_max == FLT_MAX)
            scale_max = v_max;
    }

    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);

    if (values_count > 0)
    {
        int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);

        // Tooltip on hover
        int v_hovered = -1;
        if (hovered)
        {
            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
            const int v_idx = (int)(t * item_count);
            IM_ASSERT(v_idx >= 0 && v_idx < values_count);

            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
            if (plot_type == ImGuiPlotType_Lines)
                SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
            else if (plot_type == ImGuiPlotType_Histogram)
                SetTooltip("%d: %8.4g", v_idx, v0);
            v_hovered = v_idx;
        }

        const float t_step = 1.0f / (float)res_w;
        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));

        float v0 = values_getter(data, (0 + values_offset) % values_count);
        float t0 = 0.0f;
        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) );                       // Point in the normalized space of our target rectangle
        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands

        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);

        for (int n = 0; n < res_w; n++)
        {
            const float t1 = t0 + t_step;
            const int v1_idx = (int)(t0 * item_count + 0.5f);
            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );

            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
            if (plot_type == ImGuiPlotType_Lines)
            {
                window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
            }
            else if (plot_type == ImGuiPlotType_Histogram)
            {
                if (pos1.x >= pos0.x + 2.0f)
                    pos1.x -= 1.0f;
                window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
            }

            t0 = t1;
            tp0 = tp1;
        }
    }

    // Text overlay
    if (overlay_text)
        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));

    if (label_size.x > 0.0f)
        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
}

struct ImGuiPlotArrayGetterData
{
    const float* Values;
    int Stride;

    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
};

static float Plot_ArrayGetter(void* data, int idx)
{
    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
    const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
    return v;
}

void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
{
    ImGuiPlotArrayGetterData data(values, stride);
    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}

void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
{
    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}

void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
{
    ImGuiPlotArrayGetterData data(values, stride);
    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}

void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
{
    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}

//-------------------------------------------------------------------------
// WIDGETS: Value() helpers
// - Value()
//-------------------------------------------------------------------------

void ImGui::Value(const char* prefix, bool b)
{
    Text("%s: %s", prefix, (b ? "true" : "false"));
}

void ImGui::Value(const char* prefix, int v)
{
    Text("%s: %d", prefix, v);
}

void ImGui::Value(const char* prefix, unsigned int v)
{
    Text("%s: %d", prefix, v);
}

void ImGui::Value(const char* prefix, float v, const char* float_format)
{
    if (float_format)
    {
        char fmt[64];
        ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
        Text(fmt, prefix, v);
    }
    else
    {
        Text("%s: %.3f", prefix, v);
    }
}

//-------------------------------------------------------------------------
// WIDGETS: Menus
// - ImGuiMenuColumns
// - BeginMainMenuBar()
// - EndMainMenuBar()
// - BeginMenuBar()
// - EndMenuBar()
// - BeginMenu()
// - EndMenu()
// - MenuItem()
//-------------------------------------------------------------------------

// Helpers for internal use
ImGuiMenuColumns::ImGuiMenuColumns()
{
    Count = 0;
    Spacing = Width = NextWidth = 0.0f;
    memset(Pos, 0, sizeof(Pos));
    memset(NextWidths, 0, sizeof(NextWidths));
}

void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
{
    IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
    Count = count;
    Width = NextWidth = 0.0f;
    Spacing = spacing;
    if (clear) memset(NextWidths, 0, sizeof(NextWidths));
    for (int i = 0; i < Count; i++)
    {
        if (i > 0 && NextWidths[i] > 0.0f)
            Width += Spacing;
        Pos[i] = (float)(int)Width;
        Width += NextWidths[i];
        NextWidths[i] = 0.0f;
    }
}

float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
{
    NextWidth = 0.0f;
    NextWidths[0] = ImMax(NextWidths[0], w0);
    NextWidths[1] = ImMax(NextWidths[1], w1);
    NextWidths[2] = ImMax(NextWidths[2], w2);
    for (int i = 0; i < 3; i++)
        NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
    return ImMax(Width, NextWidth);
}

float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
{
    return ImMax(0.0f, avail_w - Width);
}

// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
bool ImGui::BeginMainMenuBar()
{
    ImGuiContext& g = *GImGui;
    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
    SetNextWindowPos(g.Viewports[0]->Pos);
    SetNextWindowSize(ImVec2(g.Viewports[0]->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
    bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
    PopStyleVar(2);
    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
    if (!is_open)
    {
        End();
        return false;
    }
    return true;
}

void ImGui::EndMainMenuBar()
{
    EndMenuBar();

    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
    ImGuiContext& g = *GImGui;
    if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
        FocusFrontMostActiveWindowIgnoringOne(g.NavWindow);

    End();
}

bool ImGui::BeginMenuBar()
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;
    if (!(window->Flags & ImGuiWindowFlags_MenuBar))
        return false;

    IM_ASSERT(!window->DC.MenuBarAppending);
    BeginGroup(); // Backup position on layer 0
    PushID("##menubar");

    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
    ImRect bar_rect = window->MenuBarRect();
    ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
    clip_rect.ClipWith(window->OuterRectClipped);
    PushClipRect(clip_rect.Min, clip_rect.Max, false);

    window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
    window->DC.LayoutType = ImGuiLayoutType_Horizontal;
    window->DC.NavLayerCurrent++;
    window->DC.NavLayerCurrentMask <<= 1;
    window->DC.MenuBarAppending = true;
    AlignTextToFramePadding();
    return true;
}

void ImGui::EndMenuBar()
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return;
    ImGuiContext& g = *GImGui;

    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
    {
        ImGuiWindow* nav_earliest_child = g.NavWindow;
        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
            nav_earliest_child = nav_earliest_child->ParentWindow;
        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
        {
            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
            IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
            FocusWindow(window);
            SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
            g.NavLayer = 1;
            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
            g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
            NavMoveRequestCancel();
        }
    }

    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
    IM_ASSERT(window->DC.MenuBarAppending);
    PopClipRect();
    PopID();
    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
    window->DC.GroupStack.back().AdvanceCursor = false;
    EndGroup(); // Restore position on layer 0
    window->DC.LayoutType = ImGuiLayoutType_Vertical;
    window->DC.NavLayerCurrent--;
    window->DC.NavLayerCurrentMask >>= 1;
    window->DC.MenuBarAppending = false;
}

bool ImGui::BeginMenu(const char* label, bool enabled)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    const ImGuiStyle& style = g.Style;
    const ImGuiID id = window->GetID(label);

    ImVec2 label_size = CalcTextSize(label, NULL, true);

    bool pressed;
    bool menu_is_open = IsPopupOpen(id);
    bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
    ImGuiWindow* backed_nav_window = g.NavWindow;
    if (menuset_is_open)
        g.NavWindow = window;  // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)

    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
    ImVec2 popup_pos, pos = window->DC.CursorPos;
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
    {
        // Menu inside an horizontal menu bar
        // Selectable extend their highlight by half ItemSpacing in each direction.
        // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
        popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
        PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
        float w = label_size.x;
        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
        PopStyleVar();
        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
    }
    else
    {
        // Menu inside a menu
        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
        float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
        if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
        RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
        if (!enabled) PopStyleColor();
    }

    const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
    if (menuset_is_open)
        g.NavWindow = backed_nav_window;

    bool want_open = false, want_close = false;
    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
    {
        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
        bool moving_within_opened_triangle = false;
        if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
        {
            if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
            {
                ImRect next_window_rect = next_window->Rect();
                ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
                ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
                ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
                float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
                ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f;   // to avoid numerical issues
                tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f);            // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
                tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
                moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
                //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
            }
        }

        want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
        want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);

        if (g.NavActivateId == id)
        {
            want_close = menu_is_open;
            want_open = !menu_is_open;
        }
        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
        {
            want_open = true;
            NavMoveRequestCancel();
        }
    }
    else
    {
        // Menu bar
        if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
        {
            want_close = true;
            want_open = menu_is_open = false;
        }
        else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
        {
            want_open = true;
        }
        else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
        {
            want_open = true;
            NavMoveRequestCancel();
        }
    }

    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
        want_close = true;
    if (want_close && IsPopupOpen(id))
        ClosePopupToLevel(g.CurrentPopupStack.Size);

    if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
    {
        // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
        OpenPopup(label);
        return false;
    }

    menu_is_open |= want_open;
    if (want_open)
        OpenPopup(label);

    if (menu_is_open)
    {
        // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
        SetNextWindowPos(popup_pos, ImGuiCond_Always);
        ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
        if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
            flags |= ImGuiWindowFlags_ChildWindow;
        menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
    }

    return menu_is_open;
}

void ImGui::EndMenu()
{
    // Nav: When a left move request _within our child menu_ failed, close the menu.
    // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
    // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
    ImGuiContext& g = *GImGui;
    ImGuiWindow* window = g.CurrentWindow;
    if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
    {
        ClosePopupToLevel(g.OpenPopupStack.Size - 1);
        NavMoveRequestCancel();
    }

    EndPopup();
}

bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
{
    ImGuiWindow* window = GetCurrentWindow();
    if (window->SkipItems)
        return false;

    ImGuiContext& g = *GImGui;
    ImGuiStyle& style = g.Style;
    ImVec2 pos = window->DC.CursorPos;
    ImVec2 label_size = CalcTextSize(label, NULL, true);

    ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
    bool pressed;
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
    {
        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
        // Note that in this situation we render neither the shortcut neither the selected tick mark
        float w = label_size.x;
        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
        PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
        pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
        PopStyleVar();
        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
    }
    else
    {
        ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
        float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
        pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
        if (shortcut_size.x > 0.0f)
        {
            PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
            RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
            PopStyleColor();
        }
        if (selected)
            RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize  * 0.866f);
    }
    return pressed;
}

bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
{
    if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
    {
        if (p_selected)
            *p_selected = !*p_selected;
        return true;
    }
    return false;
}