// dear imgui, v1.70 WIP
// (drawing and font code)

/*

Index of this file:

// [SECTION] STB libraries implementation
// [SECTION] Style functions
// [SECTION] ImDrawList
// [SECTION] ImDrawData
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontConfig
// [SECTION] ImFontAtlas
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] Internal Render Helpers
// [SECTION] Decompression code
// [SECTION] Default font data (ProggyClean.ttf)

*/

#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 <stdio.h>      // vsnprintf, sscanf, printf
#if !defined(alloca)
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__)
#include <alloca.h>     // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32)
#include <malloc.h>     // alloca
#if !defined(alloca)
#define alloca _alloca  // for clang with MS Codegen
#endif
#else
#include <stdlib.h>     // alloca
#endif
#endif

// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif

// Clang/GCC warnings with -Weverything
#ifdef __clang__
#pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning : zero as null pointer constant              // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wcomma")
#pragma clang diagnostic ignored "-Wcomma"                  // warning : possible misuse of comma operator here             //
#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro"      // warning : macro name is a reserved identifier                //
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion"       // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wstack-protector"          // warning: stack protector not protecting local variables: variable length buffer
#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

//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation
//-------------------------------------------------------------------------

// Compile time options:
//#define IMGUI_STB_NAMESPACE           ImStb
//#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION

#ifdef IMGUI_STB_NAMESPACE
namespace IMGUI_STB_NAMESPACE
{
#endif

#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration
#endif

#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#pragma clang diagnostic ignored "-Wcast-qual"              // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier //
#endif

#ifdef __GNUC__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wtype-limits"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]
#pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif

#ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_STATIC
#define STBRP_ASSERT(x)     IM_ASSERT(x)
#define STBRP_SORT          ImQsort
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#ifdef IMGUI_STB_RECT_PACK_FILENAME
#include IMGUI_STB_RECT_PACK_FILENAME
#else
#include "imstb_rectpack.h"
#endif
#endif

#ifndef STB_TRUETYPE_IMPLEMENTATION                         // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#define STBTT_malloc(x,u)   ((void)(u), IM_ALLOC(x))
#define STBTT_free(x,u)     ((void)(u), IM_FREE(x))
#define STBTT_assert(x)     IM_ASSERT(x)
#define STBTT_fmod(x,y)     ImFmod(x,y)
#define STBTT_sqrt(x)       ImSqrt(x)
#define STBTT_pow(x,y)      ImPow(x,y)
#define STBTT_fabs(x)       ImFabs(x)
#define STBTT_ifloor(x)     ((int)ImFloorStd(x))
#define STBTT_iceil(x)      ((int)ImCeil(x))
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
#define STBTT_DEF extern
#endif
#ifdef IMGUI_STB_TRUETYPE_FILENAME
#include IMGUI_STB_TRUETYPE_FILENAME
#else
#include "imstb_truetype.h"
#endif
#endif

#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif

#ifdef __clang__
#pragma clang diagnostic pop
#endif

#ifdef _MSC_VER
#pragma warning (pop)
#endif

#ifdef IMGUI_STB_NAMESPACE
} // namespace ImStb
using namespace IMGUI_STB_NAMESPACE;
#endif

//-----------------------------------------------------------------------------
// [SECTION] Style functions
//-----------------------------------------------------------------------------

void ImGui::StyleColorsDark(ImGuiStyle* dst)
{
    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
    ImVec4* colors = style->Colors;

    colors[ImGuiCol_Text]                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
    colors[ImGuiCol_TextDisabled]           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
    colors[ImGuiCol_WindowBg]               = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_PopupBg]                = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
    colors[ImGuiCol_Border]                 = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_FrameBg]                = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
    colors[ImGuiCol_TitleBg]                = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_SliderGrab]             = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_Separator]              = colors[ImGuiCol_Border];
    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
    colors[ImGuiCol_DockingPreview]         = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
    colors[ImGuiCol_DockingEmptyBg]         = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
    colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
    colors[ImGuiCol_NavHighlight]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
}

void ImGui::StyleColorsClassic(ImGuiStyle* dst)
{
    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
    ImVec4* colors = style->Colors;

    colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
    colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_PopupBg]                = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
    colors[ImGuiCol_Border]                 = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_FrameBg]                = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
    colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
    colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
    colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
    colors[ImGuiCol_Button]                 = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
    colors[ImGuiCol_ButtonActive]           = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
    colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
    colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
    colors[ImGuiCol_Separator]              = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
    colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
    colors[ImGuiCol_DockingPreview]         = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
    colors[ImGuiCol_DockingEmptyBg]         = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
    colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}

// Those light colors are better suited with a thicker font than the default one + FrameBorder
void ImGui::StyleColorsLight(ImGuiStyle* dst)
{
    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
    ImVec4* colors = style->Colors;

    colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
    colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
    colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
    colors[ImGuiCol_TitleBg]                = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_SliderGrab]             = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
    colors[ImGuiCol_Separator]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.90f);
    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
    colors[ImGuiCol_DockingPreview]         = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
    colors[ImGuiCol_DockingEmptyBg]         = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
    colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
    colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}

//-----------------------------------------------------------------------------
// ImDrawList
//-----------------------------------------------------------------------------

ImDrawListSharedData::ImDrawListSharedData()
{
    Font = NULL;
    FontSize = 0.0f;
    CurveTessellationTol = 0.0f;
    ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);

    // Const data
    for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
    {
        const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
        CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
    }
}

void ImDrawList::Clear()
{
    CmdBuffer.resize(0);
    IdxBuffer.resize(0);
    VtxBuffer.resize(0);
    Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill;
    _VtxCurrentIdx = 0;
    _VtxWritePtr = NULL;
    _IdxWritePtr = NULL;
    _ClipRectStack.resize(0);
    _TextureIdStack.resize(0);
    _Path.resize(0);
    _ChannelsCurrent = 0;
    _ChannelsCount = 1;
    // NB: Do not clear channels so our allocations are re-used after the first frame.
}

void ImDrawList::ClearFreeMemory()
{
    CmdBuffer.clear();
    IdxBuffer.clear();
    VtxBuffer.clear();
    _VtxCurrentIdx = 0;
    _VtxWritePtr = NULL;
    _IdxWritePtr = NULL;
    _ClipRectStack.clear();
    _TextureIdStack.clear();
    _Path.clear();
    _ChannelsCurrent = 0;
    _ChannelsCount = 1;
    for (int i = 0; i < _Channels.Size; i++)
    {
        if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0]));  // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
        _Channels[i].CmdBuffer.clear();
        _Channels[i].IdxBuffer.clear();
    }
    _Channels.clear();
}

ImDrawList* ImDrawList::CloneOutput() const
{
    ImDrawList* dst = IM_NEW(ImDrawList(NULL));
    dst->CmdBuffer = CmdBuffer;
    dst->IdxBuffer = IdxBuffer;
    dst->VtxBuffer = VtxBuffer;
    dst->Flags = Flags;
    return dst;
}

// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
#define GetCurrentClipRect()    (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1]  : _Data->ClipRectFullscreen)
#define GetCurrentTextureId()   (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)

void ImDrawList::AddDrawCmd()
{
    ImDrawCmd draw_cmd;
    draw_cmd.ClipRect = GetCurrentClipRect();
    draw_cmd.TextureId = GetCurrentTextureId();

    IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
    CmdBuffer.push_back(draw_cmd);
}

void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
    ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
    if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
    {
        AddDrawCmd();
        current_cmd = &CmdBuffer.back();
    }
    current_cmd->UserCallback = callback;
    current_cmd->UserCallbackData = callback_data;

    AddDrawCmd(); // Force a new command after us (see comment below)
}

// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
void ImDrawList::UpdateClipRect()
{
    // If current command is used with different settings we need to add a new command
    const ImVec4 curr_clip_rect = GetCurrentClipRect();
    ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL;
    if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
    {
        AddDrawCmd();
        return;
    }

    // Try to merge with previous command if it matches, else use current command
    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
    if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL)
        CmdBuffer.pop_back();
    else
        curr_cmd->ClipRect = curr_clip_rect;
}

void ImDrawList::UpdateTextureID()
{
    // If current command is used with different settings we need to add a new command
    const ImTextureID curr_texture_id = GetCurrentTextureId();
    ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
    if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
    {
        AddDrawCmd();
        return;
    }

    // Try to merge with previous command if it matches, else use current command
    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
    if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
        CmdBuffer.pop_back();
    else
        curr_cmd->TextureId = curr_texture_id;
}

#undef GetCurrentClipRect
#undef GetCurrentTextureId

// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{
    ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
    if (intersect_with_current_clip_rect && _ClipRectStack.Size)
    {
        ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1];
        if (cr.x < current.x) cr.x = current.x;
        if (cr.y < current.y) cr.y = current.y;
        if (cr.z > current.z) cr.z = current.z;
        if (cr.w > current.w) cr.w = current.w;
    }
    cr.z = ImMax(cr.x, cr.z);
    cr.w = ImMax(cr.y, cr.w);

    _ClipRectStack.push_back(cr);
    UpdateClipRect();
}

void ImDrawList::PushClipRectFullScreen()
{
    PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
}

void ImDrawList::PopClipRect()
{
    IM_ASSERT(_ClipRectStack.Size > 0);
    _ClipRectStack.pop_back();
    UpdateClipRect();
}

void ImDrawList::PushTextureID(ImTextureID texture_id)
{
    _TextureIdStack.push_back(texture_id);
    UpdateTextureID();
}

void ImDrawList::PopTextureID()
{
    IM_ASSERT(_TextureIdStack.Size > 0);
    _TextureIdStack.pop_back();
    UpdateTextureID();
}

void ImDrawList::ChannelsSplit(int channels_count)
{
    IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
    int old_channels_count = _Channels.Size;
    if (old_channels_count < channels_count)
        _Channels.resize(channels_count);
    _ChannelsCount = channels_count;

    // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
    // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
    // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
    memset(&_Channels[0], 0, sizeof(ImDrawChannel));
    for (int i = 1; i < channels_count; i++)
    {
        if (i >= old_channels_count)
        {
            IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
        }
        else
        {
            _Channels[i].CmdBuffer.resize(0);
            _Channels[i].IdxBuffer.resize(0);
        }
        if (_Channels[i].CmdBuffer.Size == 0)
        {
            ImDrawCmd draw_cmd;
            draw_cmd.ClipRect = _ClipRectStack.back();
            draw_cmd.TextureId = _TextureIdStack.back();
            _Channels[i].CmdBuffer.push_back(draw_cmd);
        }
    }
}

void ImDrawList::ChannelsMerge()
{
    // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
    if (_ChannelsCount <= 1)
        return;

    ChannelsSetCurrent(0);
    if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
        CmdBuffer.pop_back();

    int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
    for (int i = 1; i < _ChannelsCount; i++)
    {
        ImDrawChannel& ch = _Channels[i];
        if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
            ch.CmdBuffer.pop_back();
        new_cmd_buffer_count += ch.CmdBuffer.Size;
        new_idx_buffer_count += ch.IdxBuffer.Size;
    }
    CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
    IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);

    ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
    for (int i = 1; i < _ChannelsCount; i++)
    {
        ImDrawChannel& ch = _Channels[i];
        if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
        if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
    }
    UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
    _ChannelsCount = 1;
}

void ImDrawList::ChannelsSetCurrent(int idx)
{
    IM_ASSERT(idx < _ChannelsCount);
    if (_ChannelsCurrent == idx) return;
    memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
    memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
    _ChannelsCurrent = idx;
    memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
    memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
}

// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
    ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
    draw_cmd.ElemCount += idx_count;

    int vtx_buffer_old_size = VtxBuffer.Size;
    VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
    _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;

    int idx_buffer_old_size = IdxBuffer.Size;
    IdxBuffer.resize(idx_buffer_old_size + idx_count);
    _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}

// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
    ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
    _VtxWritePtr += 4;
    _VtxCurrentIdx += 4;
    _IdxWritePtr += 6;
}

void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
{
    ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
    _VtxWritePtr += 4;
    _VtxCurrentIdx += 4;
    _IdxWritePtr += 6;
}

void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
{
    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
    _VtxWritePtr += 4;
    _VtxCurrentIdx += 4;
    _IdxWritePtr += 6;
}

// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
// Those macros expects l-values.
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY)                         { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
#define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX)  { float d2 = VX*VX + VY*VY; if (d2 > EPS)  { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } }

// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
{
    if (points_count < 2)
        return;

    const ImVec2 uv = _Data->TexUvWhitePixel;

    int count = points_count;
    if (!closed)
        count = points_count-1;

    const bool thick_line = thickness > 1.0f;
    if (Flags & ImDrawListFlags_AntiAliasedLines)
    {
        // Anti-aliased stroke
        const float AA_SIZE = 1.0f;
        const ImU32 col_trans = col & ~IM_COL32_A_MASK;

        const int idx_count = thick_line ? count*18 : count*12;
        const int vtx_count = thick_line ? points_count*4 : points_count*3;
        PrimReserve(idx_count, vtx_count);

        // Temporary buffer
        ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
        ImVec2* temp_points = temp_normals + points_count;

        for (int i1 = 0; i1 < count; i1++)
        {
            const int i2 = (i1+1) == points_count ? 0 : i1+1;
            float dx = points[i2].x - points[i1].x;
            float dy = points[i2].y - points[i1].y;
            IM_NORMALIZE2F_OVER_ZERO(dx, dy);
            temp_normals[i1].x = dy;
            temp_normals[i1].y = -dx;
        }
        if (!closed)
            temp_normals[points_count-1] = temp_normals[points_count-2];

        if (!thick_line)
        {
            if (!closed)
            {
                temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
                temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;
                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;
            }

            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
            unsigned int idx1 = _VtxCurrentIdx;
            for (int i1 = 0; i1 < count; i1++)
            {
                const int i2 = (i1+1) == points_count ? 0 : i1+1;
                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;

                // Average normals
                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
                IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f)
                dm_x *= AA_SIZE;
                dm_y *= AA_SIZE;

                // Add temporary vertexes
                ImVec2* out_vtx = &temp_points[i2*2];
                out_vtx[0].x = points[i2].x + dm_x;
                out_vtx[0].y = points[i2].y + dm_y;
                out_vtx[1].x = points[i2].x - dm_x;
                out_vtx[1].y = points[i2].y - dm_y;

                // Add indexes
                _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
                _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0);
                _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);
                _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1);
                _IdxWritePtr += 12;

                idx1 = idx2;
            }

            // Add vertexes
            for (int i = 0; i < points_count; i++)
            {
                _VtxWritePtr[0].pos = points[i];          _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
                _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;
                _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;
                _VtxWritePtr += 3;
            }
        }
        else
        {
            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
            if (!closed)
            {
                temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
                temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
                temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
                temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
                temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
                temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness);
                temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness);
                temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
            }

            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
            unsigned int idx1 = _VtxCurrentIdx;
            for (int i1 = 0; i1 < count; i1++)
            {
                const int i2 = (i1+1) == points_count ? 0 : i1+1;
                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;

                // Average normals
                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
                IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
                float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
                float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
                float dm_in_x = dm_x * half_inner_thickness;
                float dm_in_y = dm_y * half_inner_thickness;

                // Add temporary vertexes
                ImVec2* out_vtx = &temp_points[i2*4];
                out_vtx[0].x = points[i2].x + dm_out_x;
                out_vtx[0].y = points[i2].y + dm_out_y;
                out_vtx[1].x = points[i2].x + dm_in_x;
                out_vtx[1].y = points[i2].y + dm_in_y;
                out_vtx[2].x = points[i2].x - dm_in_x;
                out_vtx[2].y = points[i2].y - dm_in_y;
                out_vtx[3].x = points[i2].x - dm_out_x;
                out_vtx[3].y = points[i2].y - dm_out_y;

                // Add indexes
                _IdxWritePtr[0]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[1]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[2]  = (ImDrawIdx)(idx1+2);
                _IdxWritePtr[3]  = (ImDrawIdx)(idx1+2); _IdxWritePtr[4]  = (ImDrawIdx)(idx2+2); _IdxWritePtr[5]  = (ImDrawIdx)(idx2+1);
                _IdxWritePtr[6]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[7]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[8]  = (ImDrawIdx)(idx1+0);
                _IdxWritePtr[9]  = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1);
                _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3);
                _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2);
                _IdxWritePtr += 18;

                idx1 = idx2;
            }

            // Add vertexes
            for (int i = 0; i < points_count; i++)
            {
                _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
                _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
                _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
                _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans;
                _VtxWritePtr += 4;
            }
        }
        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
    }
    else
    {
        // Non Anti-aliased Stroke
        const int idx_count = count*6;
        const int vtx_count = count*4;      // FIXME-OPT: Not sharing edges
        PrimReserve(idx_count, vtx_count);

        for (int i1 = 0; i1 < count; i1++)
        {
            const int i2 = (i1+1) == points_count ? 0 : i1+1;
            const ImVec2& p1 = points[i1];
            const ImVec2& p2 = points[i2];

            float dx = p2.x - p1.x;
            float dy = p2.y - p1.y;
            IM_NORMALIZE2F_OVER_ZERO(dx, dy);
            dx *= (thickness * 0.5f);
            dy *= (thickness * 0.5f);

            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
            _VtxWritePtr += 4;

            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
            _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
            _IdxWritePtr += 6;
            _VtxCurrentIdx += 4;
        }
    }
}

// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
    if (points_count < 3)
        return;

    const ImVec2 uv = _Data->TexUvWhitePixel;

    if (Flags & ImDrawListFlags_AntiAliasedFill)
    {
        // Anti-aliased Fill
        const float AA_SIZE = 1.0f;
        const ImU32 col_trans = col & ~IM_COL32_A_MASK;
        const int idx_count = (points_count-2)*3 + points_count*6;
        const int vtx_count = (points_count*2);
        PrimReserve(idx_count, vtx_count);

        // Add indexes for fill
        unsigned int vtx_inner_idx = _VtxCurrentIdx;
        unsigned int vtx_outer_idx = _VtxCurrentIdx+1;
        for (int i = 2; i < points_count; i++)
        {
            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1));
            _IdxWritePtr += 3;
        }

        // Compute normals
        ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
        {
            const ImVec2& p0 = points[i0];
            const ImVec2& p1 = points[i1];
            float dx = p1.x - p0.x;
            float dy = p1.y - p0.y;
            IM_NORMALIZE2F_OVER_ZERO(dx, dy);
            temp_normals[i0].x = dy;
            temp_normals[i0].y = -dx;
        }

        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
        {
            // Average normals
            const ImVec2& n0 = temp_normals[i0];
            const ImVec2& n1 = temp_normals[i1];
            float dm_x = (n0.x + n1.x) * 0.5f;
            float dm_y = (n0.y + n1.y) * 0.5f;
            IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
            dm_x *= AA_SIZE * 0.5f;
            dm_y *= AA_SIZE * 0.5f;

            // Add vertices
            _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
            _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer
            _VtxWritePtr += 2;

            // Add indexes for fringes
            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1));
            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1));
            _IdxWritePtr += 6;
        }
        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
    }
    else
    {
        // Non Anti-aliased Fill
        const int idx_count = (points_count-2)*3;
        const int vtx_count = points_count;
        PrimReserve(idx_count, vtx_count);
        for (int i = 0; i < vtx_count; i++)
        {
            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
            _VtxWritePtr++;
        }
        for (int i = 2; i < points_count; i++)
        {
            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);
            _IdxWritePtr += 3;
        }
        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
    }
}

void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
{
    if (radius == 0.0f || a_min_of_12 > a_max_of_12)
    {
        _Path.push_back(centre);
        return;
    }
    _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
    for (int a = a_min_of_12; a <= a_max_of_12; a++)
    {
        const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
        _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
    }
}

void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
{
    if (radius == 0.0f)
    {
        _Path.push_back(centre);
        return;
    }

    // Note that we are adding a point at both a_min and a_max.
    // If you are trying to draw a full closed circle you don't want the overlapping points!
    _Path.reserve(_Path.Size + (num_segments + 1));
    for (int i = 0; i <= num_segments; i++)
    {
        const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
        _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
    }
}

static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
    float dx = x4 - x1;
    float dy = y4 - y1;
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
    d2 = (d2 >= 0) ? d2 : -d2;
    d3 = (d3 >= 0) ? d3 : -d3;
    if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
    {
        path->push_back(ImVec2(x4, y4));
    }
    else if (level < 10)
    {
        float x12 = (x1+x2)*0.5f,       y12 = (y1+y2)*0.5f;
        float x23 = (x2+x3)*0.5f,       y23 = (y2+y3)*0.5f;
        float x34 = (x3+x4)*0.5f,       y34 = (y3+y4)*0.5f;
        float x123 = (x12+x23)*0.5f,    y123 = (y12+y23)*0.5f;
        float x234 = (x23+x34)*0.5f,    y234 = (y23+y34)*0.5f;
        float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;

        PathBezierToCasteljau(path, x1,y1,        x12,y12,    x123,y123,  x1234,y1234, tess_tol, level+1);
        PathBezierToCasteljau(path, x1234,y1234,  x234,y234,  x34,y34,    x4,y4,       tess_tol, level+1);
    }
}

void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
{
    ImVec2 p1 = _Path.back();
    if (num_segments == 0)
    {
        // Auto-tessellated
        PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
    }
    else
    {
        float t_step = 1.0f / (float)num_segments;
        for (int i_step = 1; i_step <= num_segments; i_step++)
        {
            float t = t_step * i_step;
            float u = 1.0f - t;
            float w1 = u*u*u;
            float w2 = 3*u*u*t;
            float w3 = 3*u*t*t;
            float w4 = t*t*t;
            _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
        }
    }
}

void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
{
    rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top)  == ImDrawCornerFlags_Top)  || ((rounding_corners & ImDrawCornerFlags_Bot)   == ImDrawCornerFlags_Bot)   ? 0.5f : 1.0f ) - 1.0f);
    rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);

    if (rounding <= 0.0f || rounding_corners == 0)
    {
        PathLineTo(a);
        PathLineTo(ImVec2(b.x, a.y));
        PathLineTo(b);
        PathLineTo(ImVec2(a.x, b.y));
    }
    else
    {
        const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;
        const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;
        const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;
        const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f;
        PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
        PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
        PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
        PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
    }
}

void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;
    PathLineTo(a + ImVec2(0.5f,0.5f));
    PathLineTo(b + ImVec2(0.5f,0.5f));
    PathStroke(col, false, thickness);
}

// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;
    if (Flags & ImDrawListFlags_AntiAliasedLines)
        PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags);
    else
        PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes.
    PathStroke(col, true, thickness);
}

void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;
    if (rounding > 0.0f)
    {
        PathRect(a, b, rounding, rounding_corners_flags);
        PathFillConvex(col);
    }
    else
    {
        PrimReserve(6, 4);
        PrimRect(a, b, col);
    }
}

void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
{
    if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
        return;

    const ImVec2 uv = _Data->TexUvWhitePixel;
    PrimReserve(6, 4);
    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
    PrimWriteVtx(a, uv, col_upr_left);
    PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
    PrimWriteVtx(c, uv, col_bot_right);
    PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
}

void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    PathLineTo(a);
    PathLineTo(b);
    PathLineTo(c);
    PathLineTo(d);
    PathStroke(col, true, thickness);
}

void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    PathLineTo(a);
    PathLineTo(b);
    PathLineTo(c);
    PathLineTo(d);
    PathFillConvex(col);
}

void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    PathLineTo(a);
    PathLineTo(b);
    PathLineTo(c);
    PathStroke(col, true, thickness);
}

void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    PathLineTo(a);
    PathLineTo(b);
    PathLineTo(c);
    PathFillConvex(col);
}

void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
{
    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
        return;

    // Because we are filling a closed shape we remove 1 from the count of segments/points
    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
    PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
    PathStroke(col, true, thickness);
}

void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
{
    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
        return;

    // Because we are filling a closed shape we remove 1 from the count of segments/points
    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
    PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
    PathFillConvex(col);
}

void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    PathLineTo(pos0);
    PathBezierCurveTo(cp0, cp1, pos1, num_segments);
    PathStroke(col, false, thickness);
}

void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    if (text_end == NULL)
        text_end = text_begin + strlen(text_begin);
    if (text_begin == text_end)
        return;

    // Pull default font/size from the shared ImDrawListSharedData instance
    if (font == NULL)
        font = _Data->Font;
    if (font_size == 0.0f)
        font_size = _Data->FontSize;

    IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back());  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.

    ImVec4 clip_rect = _ClipRectStack.back();
    if (cpu_fine_clip_rect)
    {
        clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
        clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
        clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
        clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
    }
    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
}

void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
{
    AddText(NULL, 0.0f, pos, col, text_begin, text_end);
}

void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
    if (push_texture_id)
        PushTextureID(user_texture_id);

    PrimReserve(6, 4);
    PrimRectUV(a, b, uv_a, uv_b, col);

    if (push_texture_id)
        PopTextureID();
}

void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
    if (push_texture_id)
        PushTextureID(user_texture_id);

    PrimReserve(6, 4);
    PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);

    if (push_texture_id)
        PopTextureID();
}

void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners)
{
    if ((col & IM_COL32_A_MASK) == 0)
        return;

    if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
    {
        AddImage(user_texture_id, a, b, uv_a, uv_b, col);
        return;
    }

    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
    if (push_texture_id)
        PushTextureID(user_texture_id);

    int vert_start_idx = VtxBuffer.Size;
    PathRect(a, b, rounding, rounding_corners);
    PathFillConvex(col);
    int vert_end_idx = VtxBuffer.Size;
    ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);

    if (push_texture_id)
        PopTextureID();
}

//-----------------------------------------------------------------------------
// [SECTION] ImDrawData
//-----------------------------------------------------------------------------

// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
void ImDrawData::DeIndexAllBuffers()
{
    ImVector<ImDrawVert> new_vtx_buffer;
    TotalVtxCount = TotalIdxCount = 0;
    for (int i = 0; i < CmdListsCount; i++)
    {
        ImDrawList* cmd_list = CmdLists[i];
        if (cmd_list->IdxBuffer.empty())
            continue;
        new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
        for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
            new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
        cmd_list->VtxBuffer.swap(new_vtx_buffer);
        cmd_list->IdxBuffer.resize(0);
        TotalVtxCount += cmd_list->VtxBuffer.Size;
    }
}

// Helper to scale the ClipRect field of each ImDrawCmd.
// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
// or if there is a difference between your window resolution and framebuffer resolution.
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
{
    for (int i = 0; i < CmdListsCount; i++)
    {
        ImDrawList* cmd_list = CmdLists[i];
        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
            cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
        }
    }
}

//-----------------------------------------------------------------------------
// [SECTION] Helpers ShadeVertsXXX functions
//-----------------------------------------------------------------------------

// Generic linear color gradient, write to RGB fields, leave A untouched.
void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
{
    ImVec2 gradient_extent = gradient_p1 - gradient_p0;
    float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
    for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
    {
        float d = ImDot(vert->pos - gradient_p0, gradient_extent);
        float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
        int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
        int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
        int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);
        vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
    }
}

// Distribute UV over (a, b) rectangle
void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
{
    const ImVec2 size = b - a;
    const ImVec2 uv_size = uv_b - uv_a;
    const ImVec2 scale = ImVec2(
        size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
        size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);

    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
    if (clamp)
    {
        const ImVec2 min = ImMin(uv_a, uv_b);
        const ImVec2 max = ImMax(uv_a, uv_b);
        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
            vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
    }
    else
    {
        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
            vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
    }
}

//-----------------------------------------------------------------------------
// [SECTION] ImFontConfig
//-----------------------------------------------------------------------------

ImFontConfig::ImFontConfig()
{
    FontData = NULL;
    FontDataSize = 0;
    FontDataOwnedByAtlas = true;
    FontNo = 0;
    SizePixels = 0.0f;
    OversampleH = 3; // FIXME: 2 may be a better default?
    OversampleV = 1;
    PixelSnapH = false;
    GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
    GlyphOffset = ImVec2(0.0f, 0.0f);
    GlyphRanges = NULL;
    GlyphMinAdvanceX = 0.0f;
    GlyphMaxAdvanceX = FLT_MAX;
    MergeMode = false;
    RasterizerFlags = 0x00;
    RasterizerMultiply = 1.0f;
    memset(Name, 0, sizeof(Name));
    DstFont = NULL;
}

//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlas
//-----------------------------------------------------------------------------

// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
const int FONT_ATLAS_DEFAULT_TEX_DATA_H      = 27;
const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
    "..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX-     XX          "
    "..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X-    X..X         "
    "---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X-    X..X         "
    "X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X-    X..X         "
    "XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X-    X..X         "
    "X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X-    X..XXX       "
    "X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX-    X..X..XXX    "
    "X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      -    X..X..X..XX  "
    "X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       -    X..X..X..X.X "
    "X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        -XXX X..X..X..X..X"
    "X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         -X..XX........X..X"
    "X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          -X...X...........X"
    "X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           - X..............X"
    "X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            -  X.............X"
    "X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           -  X.............X"
    "X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          -   X............X"
    "X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          -   X...........X "
    "X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       -------------------------------------    X..........X "
    "X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           -    X..........X "
    "XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           -     X........X  "
    "      X..X          -  X...X  -         X...X         -  X..X           X..X  -           -     X........X  "
    "       XX           -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           -     XXXXXXXXXX  "
    "------------        -    X    -           X           -X.....................X-           ------------------"
    "                    ----------------------------------- X...XXXXXXXXXXXXX...X -                             "
    "                                                      -  X..X           X..X  -                             "
    "                                                      -   X.X           X.X   -                             "
    "                                                      -    XX           XX    -                             "
};

static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
{
    // Pos ........ Size ......... Offset ......
    { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
    { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
    { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
    { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
    { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
    { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
    { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
    { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
};

ImFontAtlas::ImFontAtlas()
{
    Locked = false;
    Flags = ImFontAtlasFlags_None;
    TexID = (ImTextureID)NULL;
    TexDesiredWidth = 0;
    TexGlyphPadding = 1;

    TexPixelsAlpha8 = NULL;
    TexPixelsRGBA32 = NULL;
    TexWidth = TexHeight = 0;
    TexUvScale = ImVec2(0.0f, 0.0f);
    TexUvWhitePixel = ImVec2(0.0f, 0.0f);
    for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
        CustomRectIds[n] = -1;
}

ImFontAtlas::~ImFontAtlas()
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    Clear();
}

void    ImFontAtlas::ClearInputData()
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    for (int i = 0; i < ConfigData.Size; i++)
        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
        {
            IM_FREE(ConfigData[i].FontData);
            ConfigData[i].FontData = NULL;
        }

    // When clearing this we lose access to the font name and other information used to build the font.
    for (int i = 0; i < Fonts.Size; i++)
        if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
        {
            Fonts[i]->ConfigData = NULL;
            Fonts[i]->ConfigDataCount = 0;
        }
    ConfigData.clear();
    CustomRects.clear();
    for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
        CustomRectIds[n] = -1;
}

void    ImFontAtlas::ClearTexData()
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    if (TexPixelsAlpha8)
        IM_FREE(TexPixelsAlpha8);
    if (TexPixelsRGBA32)
        IM_FREE(TexPixelsRGBA32);
    TexPixelsAlpha8 = NULL;
    TexPixelsRGBA32 = NULL;
}

void    ImFontAtlas::ClearFonts()
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    for (int i = 0; i < Fonts.Size; i++)
        IM_DELETE(Fonts[i]);
    Fonts.clear();
}

void    ImFontAtlas::Clear()
{
    ClearInputData();
    ClearTexData();
    ClearFonts();
}

void    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
    // Build atlas on demand
    if (TexPixelsAlpha8 == NULL)
    {
        if (ConfigData.empty())
            AddFontDefault();
        Build();
    }

    *out_pixels = TexPixelsAlpha8;
    if (out_width) *out_width = TexWidth;
    if (out_height) *out_height = TexHeight;
    if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
}

void    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
    // Convert to RGBA32 format on demand
    // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
    if (!TexPixelsRGBA32)
    {
        unsigned char* pixels = NULL;
        GetTexDataAsAlpha8(&pixels, NULL, NULL);
        if (pixels)
        {
            TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
            const unsigned char* src = pixels;
            unsigned int* dst = TexPixelsRGBA32;
            for (int n = TexWidth * TexHeight; n > 0; n--)
                *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
        }
    }

    *out_pixels = (unsigned char*)TexPixelsRGBA32;
    if (out_width) *out_width = TexWidth;
    if (out_height) *out_height = TexHeight;
    if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
}

ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
    IM_ASSERT(font_cfg->SizePixels > 0.0f);

    // Create new font
    if (!font_cfg->MergeMode)
        Fonts.push_back(IM_NEW(ImFont));
    else
        IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.

    ConfigData.push_back(*font_cfg);
    ImFontConfig& new_font_cfg = ConfigData.back();
    if (new_font_cfg.DstFont == NULL)
        new_font_cfg.DstFont = Fonts.back();
    if (!new_font_cfg.FontDataOwnedByAtlas)
    {
        new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
        new_font_cfg.FontDataOwnedByAtlas = true;
        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
    }

    // Invalidate texture
    ClearTexData();
    return new_font_cfg.DstFont;
}

// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
static unsigned int stb_decompress_length(const unsigned char *input);
static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length);
static const char*  GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c)                                    { return c >= '\\' ? c-36 : c-35; }
static void         Decode85(const unsigned char* src, unsigned char* dst)
{
    while (*src)
    {
        unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));
        dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.
        src += 5;
        dst += 4;
    }
}

// Load embedded ProggyClean.ttf at size 13, disable oversampling
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
{
    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
    if (!font_cfg_template)
    {
        font_cfg.OversampleH = font_cfg.OversampleV = 1;
        font_cfg.PixelSnapH = true;
    }
    if (font_cfg.SizePixels <= 0.0f)
        font_cfg.SizePixels = 13.0f * 1.0f;
    if (font_cfg.Name[0] == '\0')
        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);

    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
    const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
    font->DisplayOffset.y = 1.0f;
    return font;
}

ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    size_t data_size = 0;
    void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
    if (!data)
    {
        IM_ASSERT(0); // Could not load file.
        return NULL;
    }
    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
    if (font_cfg.Name[0] == '\0')
    {
        // Store a short copy of filename into into the font name for convenience
        const char* p;
        for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
    }
    return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
}

// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
    IM_ASSERT(font_cfg.FontData == NULL);
    font_cfg.FontData = ttf_data;
    font_cfg.FontDataSize = ttf_size;
    font_cfg.SizePixels = size_pixels;
    if (glyph_ranges)
        font_cfg.GlyphRanges = glyph_ranges;
    return AddFont(&font_cfg);
}

ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
    const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
    unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size);
    stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);

    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
    IM_ASSERT(font_cfg.FontData == NULL);
    font_cfg.FontDataOwnedByAtlas = true;
    return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
}

ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
    int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
    void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
    Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
    ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
    IM_FREE(compressed_ttf);
    return font;
}

int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
{
    IM_ASSERT(id >= 0x10000);
    IM_ASSERT(width > 0 && width <= 0xFFFF);
    IM_ASSERT(height > 0 && height <= 0xFFFF);
    CustomRect r;
    r.ID = id;
    r.Width = (unsigned short)width;
    r.Height = (unsigned short)height;
    CustomRects.push_back(r);
    return CustomRects.Size - 1; // Return index
}

int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
{
    IM_ASSERT(font != NULL);
    IM_ASSERT(width > 0 && width <= 0xFFFF);
    IM_ASSERT(height > 0 && height <= 0xFFFF);
    CustomRect r;
    r.ID = id;
    r.Width = (unsigned short)width;
    r.Height = (unsigned short)height;
    r.GlyphAdvanceX = advance_x;
    r.GlyphOffset = offset;
    r.Font = font;
    CustomRects.push_back(r);
    return CustomRects.Size - 1; // Return index
}

void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
{
    IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates
    IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed
    *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
    *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
}

bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
{
    if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
        return false;
    if (Flags & ImFontAtlasFlags_NoMouseCursors)
        return false;

    IM_ASSERT(CustomRectIds[0] != -1);
    ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]];
    IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
    ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
    ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
    *out_size = size;
    *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
    out_uv_border[0] = (pos) * TexUvScale;
    out_uv_border[1] = (pos + size) * TexUvScale;
    pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
    out_uv_fill[0] = (pos) * TexUvScale;
    out_uv_fill[1] = (pos + size) * TexUvScale;
    return true;
}

bool    ImFontAtlas::Build()
{
    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
    return ImFontAtlasBuildWithStbTruetype(this);
}

void    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
{
    for (unsigned int i = 0; i < 256; i++)
    {
        unsigned int value = (unsigned int)(i * in_brighten_factor);
        out_table[i] = value > 255 ? 255 : (value & 0xFF);
    }
}

void    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
{
    unsigned char* data = pixels + x + y * stride;
    for (int j = h; j > 0; j--, data += stride)
        for (int i = 0; i < w; i++)
            data[i] = table[data[i]];
}

// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
struct ImFontBuildSrcData
{
    stbtt_fontinfo      FontInfo;
    stbtt_pack_range    PackRange;          // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
    stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.
    stbtt_packedchar*   PackedChars;        // Output glyphs
    const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
    int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]
    int                 GlyphsHighest;      // Highest requested codepoint
    int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
    ImBoolVector        GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
    ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsMap)
};

// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
struct ImFontBuildDstData
{
    int                 SrcCount;           // Number of source fonts targeting this destination font.
    int                 GlyphsHighest;
    int                 GlyphsCount;
    ImBoolVector        GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.
};

static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int>* out)
{
    IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
    const int* it_begin = in->Storage.begin();
    const int* it_end = in->Storage.end();
    for (const int* it = it_begin; it < it_end; it++)
        if (int entries_32 = *it)
            for (int bit_n = 0; bit_n < 32; bit_n++)
                if (entries_32 & (1 << bit_n))
                    out->push_back((int)((it - it_begin) << 5) + bit_n);
}

bool    ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
    IM_ASSERT(atlas->ConfigData.Size > 0);

    ImFontAtlasBuildRegisterDefaultCustomRects(atlas);

    // Clear atlas
    atlas->TexID = (ImTextureID)NULL;
    atlas->TexWidth = atlas->TexHeight = 0;
    atlas->TexUvScale = ImVec2(0.0f, 0.0f);
    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
    atlas->ClearTexData();

    // Temporary storage for building
    ImVector<ImFontBuildSrcData> src_tmp_array;
    ImVector<ImFontBuildDstData> dst_tmp_array;
    src_tmp_array.resize(atlas->ConfigData.Size);
    dst_tmp_array.resize(atlas->Fonts.Size);
    memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
    memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());

    // 1. Initialize font loading structure, check font data validity
    for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
    {
        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
        ImFontConfig& cfg = atlas->ConfigData[src_i];
        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));

        // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
        src_tmp.DstIndex = -1;
        for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
            if (cfg.DstFont == atlas->Fonts[output_i])
                src_tmp.DstIndex = output_i;
        IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
        if (src_tmp.DstIndex == -1)
            return false;

        // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
        IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
        if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
            return false;

        // Measure highest codepoints
        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
        src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
        dst_tmp.SrcCount++;
        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
    }

    // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
    int total_glyphs_count = 0;
    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
    {
        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
        src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
        if (dst_tmp.GlyphsSet.Storage.empty())
            dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);

        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
            for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
            {
                if (dst_tmp.GlyphsSet.GetBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
                    continue;
                if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint))    // It is actually in the font?
                    continue;

                // Add to avail set/counters
                src_tmp.GlyphsCount++;
                dst_tmp.GlyphsCount++;
                src_tmp.GlyphsSet.SetBit(codepoint, true);
                dst_tmp.GlyphsSet.SetBit(codepoint, true);
                total_glyphs_count++;
            }
    }

    // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
    {
        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
        src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
        UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
        src_tmp.GlyphsSet.Clear();
        IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
    }
    for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
        dst_tmp_array[dst_i].GlyphsSet.Clear();
    dst_tmp_array.clear();

    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
    // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
    ImVector<stbrp_rect> buf_rects;
    ImVector<stbtt_packedchar> buf_packedchars;
    buf_rects.resize(total_glyphs_count);
    buf_packedchars.resize(total_glyphs_count);
    memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
    memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());

    // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
    int total_surface = 0;
    int buf_rects_out_n = 0;
    int buf_packedchars_out_n = 0;
    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
    {
        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
        if (src_tmp.GlyphsCount == 0)
            continue;

        src_tmp.Rects = &buf_rects[buf_rects_out_n];
        src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
        buf_rects_out_n += src_tmp.GlyphsCount;
        buf_packedchars_out_n += src_tmp.GlyphsCount;

        // Convert our ranges in the format stb_truetype wants
        ImFontConfig& cfg = atlas->ConfigData[src_i];
        src_tmp.PackRange.font_size = cfg.SizePixels;
        src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
        src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
        src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
        src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
        src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
        src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;

        // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
        const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);
        const int padding = atlas->TexGlyphPadding;
        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
        {
            int x0, y0, x1, y1;
            const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
            IM_ASSERT(glyph_index_in_font != 0);
            stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
            src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
            src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
            total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
        }
    }

    // We need a width for the skyline algorithm, any width!
    // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
    // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
    const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
    atlas->TexHeight = 0;
    if (atlas->TexDesiredWidth > 0)
        atlas->TexWidth = atlas->TexDesiredWidth;
    else
        atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512;

    // 5. Start packing
    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
    const int TEX_HEIGHT_MAX = 1024 * 32;
    stbtt_pack_context spc = {};
    stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
    ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);

    // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
    {
        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
        if (src_tmp.GlyphsCount == 0)
            continue;

        stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);

        // Extend texture height and mark missing glyphs as non-packed so we won't render them.
        // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
            if (src_tmp.Rects[glyph_i].was_packed)
                atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
    }

    // 7. Allocate texture
    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
    atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
    spc.pixels = atlas->TexPixelsAlpha8;
    spc.height = atlas->TexHeight;

    // 8. Render/rasterize font characters into the texture
    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
    {
        ImFontConfig& cfg = atlas->ConfigData[src_i];
        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
        if (src_tmp.GlyphsCount == 0)
            continue;

        stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);

        // Apply multiply operator
        if (cfg.RasterizerMultiply != 1.0f)
        {
            unsigned char multiply_table[256];
            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
            stbrp_rect* r = &src_tmp.Rects[0];
            for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
                if (r->was_packed)
                    ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
        }
        src_tmp.Rects = NULL;
    }

    // End packing
    stbtt_PackEnd(&spc);
    buf_rects.clear();

    // 9. Setup ImFont and glyphs for runtime
    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
    {
        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
        if (src_tmp.GlyphsCount == 0)
            continue;

        ImFontConfig& cfg = atlas->ConfigData[src_i];
        ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)

        const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
        int unscaled_ascent, unscaled_descent, unscaled_line_gap;
        stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);

        const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
        const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
        const float font_off_x = cfg.GlyphOffset.x;
        const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);

        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
        {
            const int codepoint = src_tmp.GlyphsList[glyph_i];
            const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];

            const float char_advance_x_org = pc.xadvance;
            const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
            float char_off_x = font_off_x;
            if (char_advance_x_org != char_advance_x_mod)
                char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;

            // Register glyph
            stbtt_aligned_quad q;
            float dummy_x = 0.0f, dummy_y = 0.0f;
            stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0);
            dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod);
        }
    }

    // Cleanup temporary (ImVector doesn't honor destructor)
    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
        src_tmp_array[src_i].~ImFontBuildSrcData();

    ImFontAtlasBuildFinish(atlas);
    return true;
}

void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
{
    if (atlas->CustomRectIds[0] >= 0)
        return;
    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
    else
        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2);
}

void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
{
    if (!font_config->MergeMode)
    {
        font->ClearOutputData();
        font->FontSize = font_config->SizePixels;
        font->ConfigData = font_config;
        font->ContainerAtlas = atlas;
        font->Ascent = ascent;
        font->Descent = descent;
    }
    font->ConfigDataCount++;
}

void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
{
    stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
    IM_ASSERT(pack_context != NULL);

    ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
    IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.

    ImVector<stbrp_rect> pack_rects;
    pack_rects.resize(user_rects.Size);
    memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
    for (int i = 0; i < user_rects.Size; i++)
    {
        pack_rects[i].w = user_rects[i].Width;
        pack_rects[i].h = user_rects[i].Height;
    }
    stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
    for (int i = 0; i < pack_rects.Size; i++)
        if (pack_rects[i].was_packed)
        {
            user_rects[i].X = pack_rects[i].x;
            user_rects[i].Y = pack_rects[i].y;
            IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
            atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
        }
}

static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
{
    IM_ASSERT(atlas->CustomRectIds[0] >= 0);
    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
    ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
    IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
    IM_ASSERT(r.IsPacked());

    const int w = atlas->TexWidth;
    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
    {
        // Render/copy pixels
        IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
        for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
            for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
            {
                const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w;
                const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
                atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
                atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
            }
    }
    else
    {
        IM_ASSERT(r.Width == 2 && r.Height == 2);
        const int offset = (int)(r.X) + (int)(r.Y) * w;
        atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
    }
    atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y);
}

void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
{
    // Render into our custom data block
    ImFontAtlasBuildRenderDefaultTexData(atlas);

    // Register custom rectangle glyphs
    for (int i = 0; i < atlas->CustomRects.Size; i++)
    {
        const ImFontAtlas::CustomRect& r = atlas->CustomRects[i];
        if (r.Font == NULL || r.ID > 0x10000)
            continue;

        IM_ASSERT(r.Font->ContainerAtlas == atlas);
        ImVec2 uv0, uv1;
        atlas->CalcCustomRectUV(&r, &uv0, &uv1);
        r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX);
    }

    // Build all fonts lookup tables
    for (int i = 0; i < atlas->Fonts.Size; i++)
        if (atlas->Fonts[i]->DirtyLookupTables)
            atlas->Fonts[i]->BuildLookupTable();
}

// Retrieve list of range (2 int per range, values are inclusive)
const ImWchar*   ImFontAtlas::GetGlyphRangesDefault()
{
    static const ImWchar ranges[] =
    {
        0x0020, 0x00FF, // Basic Latin + Latin Supplement
        0,
    };
    return &ranges[0];
}

const ImWchar*  ImFontAtlas::GetGlyphRangesKorean()
{
    static const ImWchar ranges[] =
    {
        0x0020, 0x00FF, // Basic Latin + Latin Supplement
        0x3131, 0x3163, // Korean alphabets
        0xAC00, 0xD79D, // Korean characters
        0,
    };
    return &ranges[0];
}

const ImWchar*  ImFontAtlas::GetGlyphRangesChineseFull()
{
    static const ImWchar ranges[] =
    {
        0x0020, 0x00FF, // Basic Latin + Latin Supplement
        0x2000, 0x206F, // General Punctuation
        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
        0x31F0, 0x31FF, // Katakana Phonetic Extensions
        0xFF00, 0xFFEF, // Half-width characters
        0x4e00, 0x9FAF, // CJK Ideograms
        0,
    };
    return &ranges[0];
}

static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)
{
    for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
    {
        out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
        base_codepoint += accumulative_offsets[n];
    }
    out_ranges[0] = 0;
}

//-------------------------------------------------------------------------
// [SECTION] ImFontAtlas glyph ranges helpers
//-------------------------------------------------------------------------

const ImWchar*  ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
{
    // Store 2500 regularly used characters for Simplified Chinese.
    // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
    // This table covers 97.97% of all characters used during the month in July, 1987.
    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
    static const short accumulative_offsets_from_0x4E00[] =
    {
        0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,
        1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,
        2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,
        1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,
        3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,
        1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,
        1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,
        2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,
        27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,
        3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,
        1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,
        176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,
        5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,
        1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,
        6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,
        2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,
        2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,
        2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,
        3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,
        3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,
        3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,
        1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,
        140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,
        5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,
        2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,
        4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,
        2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,
        4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,
        3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,
        3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,
        2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,
        5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,
        3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,
        1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,
        4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,
        4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,
        26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,
        3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,
        2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,
        10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6
    };
    static ImWchar base_ranges[] = // not zero-terminated
    {
        0x0020, 0x00FF, // Basic Latin + Latin Supplement
        0x2000, 0x206F, // General Punctuation
        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
        0x31F0, 0x31FF, // Katakana Phonetic Extensions
        0xFF00, 0xFFEF  // Half-width characters
    };
    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
    if (!full_ranges[0])
    {
        memcpy(full_ranges, base_ranges, sizeof(base_ranges));
        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
    }
    return &full_ranges[0];
}

const ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()
{
    // 1946 common ideograms code points for Japanese
    // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering
    // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this.
    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
    static const short accumulative_offsets_from_0x4E00[] =
    {
        0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18,
        5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15,
        2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,
        2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12,
        20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9,
        4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3,
        3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23,
        8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2,
        3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14,
        15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5,
        1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12,
        12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16,
        22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2,
        5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2,
        1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7,
        1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14,
        11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25,
        15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18,
        5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5,
        3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15,
        18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1,
        27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4,
        1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41,
        1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2,
        10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159,
        179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6,
        3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1,
        3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2,
        3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
        4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
        1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
        51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
    };
    static ImWchar base_ranges[] = // not zero-terminated
    {
        0x0020, 0x00FF, // Basic Latin + Latin Supplement
        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
        0x31F0, 0x31FF, // Katakana Phonetic Extensions
        0xFF00, 0xFFEF  // Half-width characters
    };
    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
    if (!full_ranges[0])
    {
        memcpy(full_ranges, base_ranges, sizeof(base_ranges));
        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
    }
    return &full_ranges[0];
}

const ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()
{
    static const ImWchar ranges[] =
    {
        0x0020, 0x00FF, // Basic Latin + Latin Supplement
        0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
        0x2DE0, 0x2DFF, // Cyrillic Extended-A
        0xA640, 0xA69F, // Cyrillic Extended-B
        0,
    };
    return &ranges[0];
}

const ImWchar*  ImFontAtlas::GetGlyphRangesThai()
{
    static const ImWchar ranges[] =
    {
        0x0020, 0x00FF, // Basic Latin
        0x2010, 0x205E, // Punctuations
        0x0E00, 0x0E7F, // Thai
        0,
    };
    return &ranges[0];
}

const ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()
{
    static const ImWchar ranges[] =
    {
        0x0020, 0x00FF, // Basic Latin
        0x0102, 0x0103,
        0x0110, 0x0111,
        0x0128, 0x0129,
        0x0168, 0x0169,
        0x01A0, 0x01A1,
        0x01AF, 0x01B0,
        0x1EA0, 0x1EF9,
        0,
    };
    return &ranges[0];
}

//-----------------------------------------------------------------------------
// [SECTION] ImFontGlyphRangesBuilder
//-----------------------------------------------------------------------------

void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
{
    while (text_end ? (text < text_end) : *text)
    {
        unsigned int c = 0;
        int c_len = ImTextCharFromUtf8(&c, text, text_end);
        text += c_len;
        if (c_len == 0)
            break;
        if (c < 0x10000)
            AddChar((ImWchar)c);
    }
}

void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
    for (; ranges[0]; ranges += 2)
        for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
            AddChar(c);
}

void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
    for (int n = 0; n < 0x10000; n++)
        if (GetBit(n))
        {
            out_ranges->push_back((ImWchar)n);
            while (n < 0x10000 && GetBit(n + 1))
                n++;
            out_ranges->push_back((ImWchar)n);
        }
    out_ranges->push_back(0);
}

//-----------------------------------------------------------------------------
// [SECTION] ImFont
//-----------------------------------------------------------------------------

ImFont::ImFont()
{
    FontSize = 0.0f;
    FallbackAdvanceX = 0.0f;
    FallbackChar = (ImWchar)'?';
    DisplayOffset = ImVec2(0.0f, 0.0f);
    FallbackGlyph = NULL;
    ContainerAtlas = NULL;
    ConfigData = NULL;
    ConfigDataCount = 0;
    DirtyLookupTables = false;
    Scale = 1.0f;
    Ascent = Descent = 0.0f;
    MetricsTotalSurface = 0;
}

ImFont::~ImFont()
{
    ClearOutputData();
}

void    ImFont::ClearOutputData()
{
    FontSize = 0.0f;
    FallbackAdvanceX = 0.0f;
    Glyphs.clear();
    IndexAdvanceX.clear();
    IndexLookup.clear();
    FallbackGlyph = NULL;
    ContainerAtlas = NULL;
    DirtyLookupTables = true;
    Ascent = Descent = 0.0f;
    MetricsTotalSurface = 0;
}

void ImFont::BuildLookupTable()
{
    int max_codepoint = 0;
    for (int i = 0; i != Glyphs.Size; i++)
        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);

    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
    IndexAdvanceX.clear();
    IndexLookup.clear();
    DirtyLookupTables = false;
    GrowIndex(max_codepoint + 1);
    for (int i = 0; i < Glyphs.Size; i++)
    {
        int codepoint = (int)Glyphs[i].Codepoint;
        IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
        IndexLookup[codepoint] = (ImWchar)i;
    }

    // Create a glyph to handle TAB
    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
    if (FindGlyph((ImWchar)' '))
    {
        if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times
            Glyphs.resize(Glyphs.Size + 1);
        ImFontGlyph& tab_glyph = Glyphs.back();
        tab_glyph = *FindGlyph((ImWchar)' ');
        tab_glyph.Codepoint = '\t';
        tab_glyph.AdvanceX *= IM_TABSIZE;
        IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
        IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
    }

    FallbackGlyph = FindGlyphNoFallback(FallbackChar);
    FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
    for (int i = 0; i < max_codepoint + 1; i++)
        if (IndexAdvanceX[i] < 0.0f)
            IndexAdvanceX[i] = FallbackAdvanceX;
}

void ImFont::SetFallbackChar(ImWchar c)
{
    FallbackChar = c;
    BuildLookupTable();
}

void ImFont::GrowIndex(int new_size)
{
    IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
    if (new_size <= IndexLookup.Size)
        return;
    IndexAdvanceX.resize(new_size, -1.0f);
    IndexLookup.resize(new_size, (ImWchar)-1);
}

// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
    Glyphs.resize(Glyphs.Size + 1);
    ImFontGlyph& glyph = Glyphs.back();
    glyph.Codepoint = (ImWchar)codepoint;
    glyph.X0 = x0;
    glyph.Y0 = y0;
    glyph.X1 = x1;
    glyph.Y1 = y1;
    glyph.U0 = u0;
    glyph.V0 = v0;
    glyph.U1 = u1;
    glyph.V1 = v1;
    glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x;  // Bake spacing into AdvanceX

    if (ConfigData->PixelSnapH)
        glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);

    // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
    DirtyLookupTables = true;
    MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
}

void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
{
    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
    int index_size = IndexLookup.Size;

    if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
        return;
    if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
        return;

    GrowIndex(dst + 1);
    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
    IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
}

const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
{
    if (c >= IndexLookup.Size)
        return FallbackGlyph;
    const ImWchar i = IndexLookup.Data[c];
    if (i == (ImWchar)-1)
        return FallbackGlyph;
    return &Glyphs.Data[i];
}

const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
{
    if (c >= IndexLookup.Size)
        return NULL;
    const ImWchar i = IndexLookup.Data[c];
    if (i == (ImWchar)-1)
        return NULL;
    return &Glyphs.Data[i];
}

const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
{
    // Simple word-wrapping for English, not full-featured. Please submit failing cases!
    // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)

    // For references, possible wrap point marked with ^
    //  "aaa bbb, ccc,ddd. eee   fff. ggg!"
    //      ^    ^    ^   ^   ^__    ^    ^

    // List of hardcoded separators: .,;!?'"

    // Skip extra blanks after a line returns (that includes not counting them in width computation)
    // e.g. "Hello    world" --> "Hello" "World"

    // Cut words that cannot possibly fit within one line.
    // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"

    float line_width = 0.0f;
    float word_width = 0.0f;
    float blank_width = 0.0f;
    wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters

    const char* word_end = text;
    const char* prev_word_end = NULL;
    bool inside_word = true;

    const char* s = text;
    while (s < text_end)
    {
        unsigned int c = (unsigned int)*s;
        const char* next_s;
        if (c < 0x80)
            next_s = s + 1;
        else
            next_s = s + ImTextCharFromUtf8(&c, s, text_end);
        if (c == 0)
            break;

        if (c < 32)
        {
            if (c == '\n')
            {
                line_width = word_width = blank_width = 0.0f;
                inside_word = true;
                s = next_s;
                continue;
            }
            if (c == '\r')
            {
                s = next_s;
                continue;
            }
        }

        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
        if (ImCharIsBlankW(c))
        {
            if (inside_word)
            {
                line_width += blank_width;
                blank_width = 0.0f;
                word_end = s;
            }
            blank_width += char_width;
            inside_word = false;
        }
        else
        {
            word_width += char_width;
            if (inside_word)
            {
                word_end = next_s;
            }
            else
            {
                prev_word_end = word_end;
                line_width += word_width + blank_width;
                word_width = blank_width = 0.0f;
            }

            // Allow wrapping after punctuation.
            inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"');
        }

        // We ignore blank width at the end of the line (they can be skipped)
        if (line_width + word_width >= wrap_width)
        {
            // Words that cannot possibly fit within an entire line will be cut anywhere.
            if (word_width < wrap_width)
                s = prev_word_end ? prev_word_end : word_end;
            break;
        }

        s = next_s;
    }

    return s;
}

ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
{
    if (!text_end)
        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.

    const float line_height = size;
    const float scale = size / FontSize;

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

    const bool word_wrap_enabled = (wrap_width > 0.0f);
    const char* word_wrap_eol = NULL;

    const char* s = text_begin;
    while (s < text_end)
    {
        if (word_wrap_enabled)
        {
            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
            if (!word_wrap_eol)
            {
                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
            }

            if (s >= word_wrap_eol)
            {
                if (text_size.x < line_width)
                    text_size.x = line_width;
                text_size.y += line_height;
                line_width = 0.0f;
                word_wrap_eol = NULL;

                // Wrapping skips upcoming blanks
                while (s < text_end)
                {
                    const char c = *s;
                    if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
                }
                continue;
            }
        }

        // Decode and advance source
        const char* prev_s = s;
        unsigned int c = (unsigned int)*s;
        if (c < 0x80)
        {
            s += 1;
        }
        else
        {
            s += ImTextCharFromUtf8(&c, s, text_end);
            if (c == 0) // Malformed UTF-8?
                break;
        }

        if (c < 32)
        {
            if (c == '\n')
            {
                text_size.x = ImMax(text_size.x, line_width);
                text_size.y += line_height;
                line_width = 0.0f;
                continue;
            }
            if (c == '\r')
                continue;
        }

        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
        if (line_width + char_width >= max_width)
        {
            s = prev_s;
            break;
        }

        line_width += char_width;
    }

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

    if (line_width > 0 || text_size.y == 0.0f)
        text_size.y += line_height;

    if (remaining)
        *remaining = s;

    return text_size;
}

void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
{
    if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
        return;
    if (const ImFontGlyph* glyph = FindGlyph(c))
    {
        float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
        pos.x = (float)(int)pos.x + DisplayOffset.x;
        pos.y = (float)(int)pos.y + DisplayOffset.y;
        draw_list->PrimReserve(6, 4);
        draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
    }
}

void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{
    if (!text_end)
        text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls.

    // Align to be pixel perfect
    pos.x = (float)(int)pos.x + DisplayOffset.x;
    pos.y = (float)(int)pos.y + DisplayOffset.y;
    float x = pos.x;
    float y = pos.y;
    if (y > clip_rect.w)
        return;

    const float scale = size / FontSize;
    const float line_height = FontSize * scale;
    const bool word_wrap_enabled = (wrap_width > 0.0f);
    const char* word_wrap_eol = NULL;

    // Fast-forward to first visible line
    const char* s = text_begin;
    if (y + line_height < clip_rect.y && !word_wrap_enabled)
        while (y + line_height < clip_rect.y && s < text_end)
        {
            s = (const char*)memchr(s, '\n', text_end - s);
            s = s ? s + 1 : text_end;
            y += line_height;
        }

    // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
    // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
    if (text_end - s > 10000 && !word_wrap_enabled)
    {
        const char* s_end = s;
        float y_end = y;
        while (y_end < clip_rect.w && s_end < text_end)
        {
            s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
            s_end = s_end ? s_end + 1 : text_end;
            y_end += line_height;
        }
        text_end = s_end;
    }
    if (s == text_end)
        return;

    // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
    const int vtx_count_max = (int)(text_end - s) * 4;
    const int idx_count_max = (int)(text_end - s) * 6;
    const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
    draw_list->PrimReserve(idx_count_max, vtx_count_max);

    ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
    ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
    unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;

    while (s < text_end)
    {
        if (word_wrap_enabled)
        {
            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
            if (!word_wrap_eol)
            {
                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
            }

            if (s >= word_wrap_eol)
            {
                x = pos.x;
                y += line_height;
                word_wrap_eol = NULL;

                // Wrapping skips upcoming blanks
                while (s < text_end)
                {
                    const char c = *s;
                    if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
                }
                continue;
            }
        }

        // Decode and advance source
        unsigned int c = (unsigned int)*s;
        if (c < 0x80)
        {
            s += 1;
        }
        else
        {
            s += ImTextCharFromUtf8(&c, s, text_end);
            if (c == 0) // Malformed UTF-8?
                break;
        }

        if (c < 32)
        {
            if (c == '\n')
            {
                x = pos.x;
                y += line_height;
                if (y > clip_rect.w)
                    break; // break out of main loop
                continue;
            }
            if (c == '\r')
                continue;
        }

        float char_width = 0.0f;
        if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
        {
            char_width = glyph->AdvanceX * scale;

            // Arbitrarily assume that both space and tabs are empty glyphs as an optimization
            if (c != ' ' && c != '\t')
            {
                // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
                float x1 = x + glyph->X0 * scale;
                float x2 = x + glyph->X1 * scale;
                float y1 = y + glyph->Y0 * scale;
                float y2 = y + glyph->Y1 * scale;
                if (x1 <= clip_rect.z && x2 >= clip_rect.x)
                {
                    // Render a character
                    float u1 = glyph->U0;
                    float v1 = glyph->V0;
                    float u2 = glyph->U1;
                    float v2 = glyph->V1;

                    // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
                    if (cpu_fine_clip)
                    {
                        if (x1 < clip_rect.x)
                        {
                            u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
                            x1 = clip_rect.x;
                        }
                        if (y1 < clip_rect.y)
                        {
                            v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
                            y1 = clip_rect.y;
                        }
                        if (x2 > clip_rect.z)
                        {
                            u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
                            x2 = clip_rect.z;
                        }
                        if (y2 > clip_rect.w)
                        {
                            v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
                            y2 = clip_rect.w;
                        }
                        if (y1 >= y2)
                        {
                            x += char_width;
                            continue;
                        }
                    }

                    // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
                    {
                        idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
                        idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
                        vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
                        vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
                        vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
                        vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
                        vtx_write += 4;
                        vtx_current_idx += 4;
                        idx_write += 6;
                    }
                }
            }
        }

        x += char_width;
    }

    // Give back unused vertices
    draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
    draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
    draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
    draw_list->_VtxWritePtr = vtx_write;
    draw_list->_IdxWritePtr = idx_write;
    draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
}

//-----------------------------------------------------------------------------
// [SECTION] Internal Render Helpers
// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state)
//-----------------------------------------------------------------------------
// - RenderMouseCursor()
// - RenderArrowDockMenu()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderRectFilledWithHole()
// - RenderPixelEllipsis()
//-----------------------------------------------------------------------------

void ImGui::RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor)
{
    if (mouse_cursor == ImGuiMouseCursor_None)
        return;
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);

    const ImU32 col_shadow = IM_COL32(0, 0, 0, 48);
    const ImU32 col_border = IM_COL32(0, 0, 0, 255);          // Black
    const ImU32 col_fill   = IM_COL32(255, 255, 255, 255);    // White

    ImGuiContext& g = *GImGui;
    ImFontAtlas* font_atlas = g.IO.Fonts;
    ImVec2 offset, size, uv[4];
    if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
    {
        pos -= offset;
        const ImTextureID tex_id = font_atlas->TexID;

        // We need to account for the possibility of the mouse cursor straddling multiple viewports...
        for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
        {
            ImGuiViewportP* viewport = g.Viewports[viewport_n];
            if (!viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
                continue;

            ImDrawList* draw_list = GetForegroundDrawList(viewport);
            draw_list->PushTextureID(tex_id);
            draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow);
            draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow);
            draw_list->AddImage(tex_id, pos,                     pos + size*scale,                     uv[2], uv[3], col_border);
            draw_list->AddImage(tex_id, pos,                     pos + size*scale,                     uv[0], uv[1], col_fill);
            draw_list->PopTextureID();
        }
    }
}

// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{
    switch (direction)
    {
    case ImGuiDir_Left:  draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
    case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
    case ImGuiDir_Up:    draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
    case ImGuiDir_Down:  draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
    case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
    }
}

// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
{
    draw_list->AddRectFilled(p_min + ImVec2(sz * 0.10f, sz * 0.15f), p_min + ImVec2(sz * 0.70f, sz * 0.30f), col);
    RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.40f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col);
}

static inline float ImAcos01(float x)
{
    if (x <= 0.0f) return IM_PI * 0.5f;
    if (x >= 1.0f) return 0.0f;
    return ImAcos(x);
    //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
}

// FIXME: Cleanup and move code to ImDrawList.
void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
{
    if (x_end_norm == x_start_norm)
        return;
    if (x_start_norm > x_end_norm)
        ImSwap(x_start_norm, x_end_norm);

    ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
    ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
    if (rounding == 0.0f)
    {
        draw_list->AddRectFilled(p0, p1, col, 0.0f);
        return;
    }

    rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
    const float inv_rounding = 1.0f / rounding;
    const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
    const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
    const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
    const float x0 = ImMax(p0.x, rect.Min.x + rounding);
    if (arc0_b == arc0_e)
    {
        draw_list->PathLineTo(ImVec2(x0, p1.y));
        draw_list->PathLineTo(ImVec2(x0, p0.y));
    }
    else if (arc0_b == 0.0f && arc0_e == half_pi)
    {
        draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
        draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
    }
    else
    {
        draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
        draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
    }
    if (p1.x > rect.Min.x + rounding)
    {
        const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
        const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
        const float x1 = ImMin(p1.x, rect.Max.x - rounding);
        if (arc1_b == arc1_e)
        {
            draw_list->PathLineTo(ImVec2(x1, p0.y));
            draw_list->PathLineTo(ImVec2(x1, p1.y));
        }
        else if (arc1_b == 0.0f && arc1_e == half_pi)
        {
            draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
            draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3);  // BR
        }
        else
        {
            draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
            draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
        }
    }
    draw_list->PathFillConvex(col);
}

// For CTRL+TAB within a docking node we need to render the dimming background in 8 steps
// (Because the root node renders the background in one shot, in order to avoid flickering when a child dock node is not submitted)
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)
{
    const bool fill_L = (inner.Min.x > outer.Min.x);
    const bool fill_R = (inner.Max.x < outer.Max.x);
    const bool fill_U = (inner.Min.y > outer.Min.y);
    const bool fill_D = (inner.Max.y < outer.Max.y);
    if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft));
    if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight));
    if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight));
    if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight));
    if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft);
    if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight);
    if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft);
    if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight);
}

// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
// the boldness or positioning of what the font uses...
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
{
    ImFont* font = draw_list->_Data->Font;
    const float font_scale = draw_list->_Data->FontSize / font->FontSize;
    pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f);
    for (int dot_n = 0; dot_n < count; dot_n++)
        draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
}

//-----------------------------------------------------------------------------
// [SECTION] Decompression code
//-----------------------------------------------------------------------------
// Compressed with stb_compress() then converted to a C array and encoded as base85.
// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
//-----------------------------------------------------------------------------

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

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

static void stb__lit(const unsigned char *data, unsigned int length)
{
    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
    if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }
    memcpy(stb__dout, data, length);
    stb__dout += length;
}

#define stb__in2(x)   ((i[x] << 8) + i[(x)+1])
#define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))
#define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))

static const unsigned char *stb_decompress_token(const unsigned char *i)
{
    if (*i >= 0x20) { // use fewer if's for cases that expand small
        if (*i >= 0x80)       stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
        else if (*i >= 0x40)  stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
        else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
    } else { // more ifs for cases that expand large, since overhead is amortized
        if (*i >= 0x18)       stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
        else if (*i >= 0x10)  stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
        else if (*i >= 0x08)  stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
        else if (*i == 0x07)  stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
        else if (*i == 0x06)  stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
        else if (*i == 0x04)  stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
    }
    return i;
}

static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
{
    const unsigned long ADLER_MOD = 65521;
    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
    unsigned long blocklen, i;

    blocklen = buflen % 5552;
    while (buflen) {
        for (i=0; i + 7 < blocklen; i += 8) {
            s1 += buffer[0], s2 += s1;
            s1 += buffer[1], s2 += s1;
            s1 += buffer[2], s2 += s1;
            s1 += buffer[3], s2 += s1;
            s1 += buffer[4], s2 += s1;
            s1 += buffer[5], s2 += s1;
            s1 += buffer[6], s2 += s1;
            s1 += buffer[7], s2 += s1;

            buffer += 8;
        }

        for (; i < blocklen; ++i)
            s1 += *buffer++, s2 += s1;

        s1 %= ADLER_MOD, s2 %= ADLER_MOD;
        buflen -= blocklen;
        blocklen = 5552;
    }
    return (unsigned int)(s2 << 16) + (unsigned int)s1;
}

static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
{
    unsigned int olen;
    if (stb__in4(0) != 0x57bC0000) return 0;
    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB
    olen = stb_decompress_length(i);
    stb__barrier_in_b = i;
    stb__barrier_out_e = output + olen;
    stb__barrier_out_b = output;
    i += 16;

    stb__dout = output;
    for (;;) {
        const unsigned char *old_i = i;
        i = stb_decompress_token(i);
        if (i == old_i) {
            if (*i == 0x05 && i[1] == 0xfa) {
                IM_ASSERT(stb__dout == output + olen);
                if (stb__dout != output + olen) return 0;
                if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
                    return 0;
                return olen;
            } else {
                IM_ASSERT(0); /* NOTREACHED */
                return 0;
            }
        }
        IM_ASSERT(stb__dout <= output + olen);
        if (stb__dout > output + olen)
            return 0;
    }
}

//-----------------------------------------------------------------------------
// [SECTION] Default font data (ProggyClean.ttf)
//-----------------------------------------------------------------------------
// ProggyClean.ttf
// Copyright (c) 2004, 2005 Tristan Grimmer
// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
// Download and more information at http://upperbounds.net
//-----------------------------------------------------------------------------
// File: 'ProggyClean.ttf' (41208 bytes)
// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
//-----------------------------------------------------------------------------
static const char proggy_clean_ttf_compressed_data_base85[11980+1] =
    "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
    "2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#"
    "`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
    "i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N"
    "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`&#0j@'DbG&#^$PG.Ll+DNa<XCMKEV*N)LN/N"
    "*b=%Q6pia-Xg8I$<MR&,VdJe$<(7G;Ckl'&hF;;$<_=X(b.RS%%)###MPBuuE1V:v&cX&#2m#(&cV]`k9OhLMbn%s$G2,B$BfD3X*sp5#l,$R#]x_X1xKX%b5U*[r5iMfUo9U`N99hG)"
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static const char* GetDefaultCompressedFontDataTTFBase85()
{
    return proggy_clean_ttf_compressed_data_base85;
}
