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IABSD.fr/xenocara/lib/mesa/src/imgui/imgui_draw.cpp

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  • Author : jsg
    Date : 2020-01-22 02:07:15
    Hash : 18af3bca
    Message : Import Mesa 19.2.8

  • lib/mesa/src/imgui/imgui_draw.cpp
  • // dear imgui, v1.68 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 it.
    #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
    #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           ImGuiStb
    //#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
    //#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
    //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
    //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
    
    #ifdef IMGUI_STB_NAMESPACE
    namespace IMGUI_STB_NAMESPACE
    {
    #endif
    
    #ifdef _MSC_VER
    #pragma warning (push)
    #pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration
    #endif
    
    #ifdef __clang__
    #pragma clang diagnostic push
    #pragma clang diagnostic ignored "-Wunused-function"
    #pragma clang diagnostic ignored "-Wmissing-prototypes"
    #pragma clang diagnostic ignored "-Wimplicit-fallthrough"
    #pragma clang diagnostic ignored "-Wcast-qual"              // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier //
    #endif
    
    #ifdef __GNUC__
    #pragma GCC diagnostic push
    #pragma GCC diagnostic ignored "-Wtype-limits"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]
    #pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
    #endif
    
    #ifndef 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), ImGui::MemAlloc(x))
    #define STBTT_free(x,u)     ((void)(u), ImGui::MemFree(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 ImGuiStb
    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_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_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_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] : 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)
            {
                ImGui::MemFree(ConfigData[i].FontData);
                ConfigData[i].FontData = NULL;
            }
    
        // When clearing this we lose access to the font name and other information used to build the font.
        for (int i = 0; i < Fonts.Size; i++)
            if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
            {
                Fonts[i]->ConfigData = NULL;
                Fonts[i]->ConfigDataCount = 0;
            }
        ConfigData.clear();
        CustomRects.clear();
        for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
            CustomRectIds[n] = -1;
    }
    
    void    ImFontAtlas::ClearTexData()
    {
        IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
        if (TexPixelsAlpha8)
            ImGui::MemFree(TexPixelsAlpha8);
        if (TexPixelsRGBA32)
            ImGui::MemFree(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*)ImGui::MemAlloc((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 = ImGui::MemAlloc(new_font_cfg.FontDataSize);
            new_font_cfg.FontDataOwnedByAtlas = true;
            memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
        }
    
        // Invalidate texture
        ClearTexData();
        return new_font_cfg.DstFont;
    }
    
    // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
    static unsigned int stb_decompress_length(const unsigned char *input);
    static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length);
    static const char*  GetDefaultCompressedFontDataTTFBase85();
    static unsigned int Decode85Byte(char c)                                    { return c >= '\\' ? c-36 : c-35; }
    static void         Decode85(const unsigned char* src, unsigned char* dst)
    {
        while (*src)
        {
            unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));
            dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.
            src += 5;
            dst += 4;
        }
    }
    
    // Load embedded ProggyClean.ttf at size 13, disable oversampling
    ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
    {
        ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
        if (!font_cfg_template)
        {
            font_cfg.OversampleH = font_cfg.OversampleV = 1;
            font_cfg.PixelSnapH = true;
        }
        if (font_cfg.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 *)ImGui::MemAlloc(buf_decompressed_size);
        stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
    
        ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
        IM_ASSERT(font_cfg.FontData == NULL);
        font_cfg.FontDataOwnedByAtlas = true;
        return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
    }
    
    ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
    {
        int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
        void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size);
        Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
        ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
        ImGui::MemFree(compressed_ttf);
        return font;
    }
    
    int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
    {
        IM_ASSERT(id >= 0x10000);
        IM_ASSERT(width > 0 && width <= 0xFFFF);
        IM_ASSERT(height > 0 && height <= 0xFFFF);
        CustomRect r;
        r.ID = id;
        r.Width = (unsigned short)width;
        r.Height = (unsigned short)height;
        CustomRects.push_back(r);
        return CustomRects.Size - 1; // Return index
    }
    
    int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
    {
        IM_ASSERT(font != NULL);
        IM_ASSERT(width > 0 && width <= 0xFFFF);
        IM_ASSERT(height > 0 && height <= 0xFFFF);
        CustomRect r;
        r.ID = id;
        r.Width = (unsigned short)width;
        r.Height = (unsigned short)height;
        r.GlyphAdvanceX = advance_x;
        r.GlyphOffset = offset;
        r.Font = font;
        CustomRects.push_back(r);
        return CustomRects.Size - 1; // Return index
    }
    
    void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
    {
        IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates
        IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed
        *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
        *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
    }
    
    bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
    {
        if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
            return false;
        if (Flags & ImFontAtlasFlags_NoMouseCursors)
            return false;
    
        IM_ASSERT(CustomRectIds[0] != -1);
        ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]];
        IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
        ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
        ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
        *out_size = size;
        *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
        out_uv_border[0] = (pos) * TexUvScale;
        out_uv_border[1] = (pos + size) * TexUvScale;
        pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
        out_uv_fill[0] = (pos) * TexUvScale;
        out_uv_fill[1] = (pos + size) * TexUvScale;
        return true;
    }
    
    bool    ImFontAtlas::Build()
    {
        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 & (1u << 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];
            ImFontConfig& cfg = atlas->ConfigData[src_i];
            src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
            if (dst_tmp.SrcCount > 1 && 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 (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint))   // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
                        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);
                    if (dst_tmp.SrcCount > 1)
                        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*)ImGui::MemAlloc(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];
    }
    
    //-----------------------------------------------------------------------------
    // [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 *= 4;
            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()
    // - RenderArrowPointingAt()
    // - RenderRectFilledRangeH()
    // - RenderPixelEllipsis()
    //-----------------------------------------------------------------------------
    
    void ImGui::RenderMouseCursor(ImDrawList* draw_list, 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
    
        ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
        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;
            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
        }
    }
    
    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);
    }
    
    // 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)"
        "tm+/Us9pG)XPu`<0s-)WTt(gCRxIg(%6sfh=ktMKn3j)<6<b5Sk_/0(^]AaN#(p/L>&VZ>1i%h1S9u5o@YaaW$e+b<TWFn/Z:Oh(Cx2$lNEoN^e)#CFY@@I;BOQ*sRwZtZxRcU7uW6CX"
        "ow0i(?$Q[cjOd[P4d)]>ROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc."
        "x]Ip.PH^'/aqUO/$1WxLoW0[iLA<QT;5HKD+@qQ'NQ(3_PLhE48R.qAPSwQ0/WK?Z,[x?-J;jQTWA0X@KJ(_Y8N-:/M74:/-ZpKrUss?d#dZq]DAbkU*JqkL+nwX@@47`5>w=4h(9.`G"
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    static const char* GetDefaultCompressedFontDataTTFBase85()
    {
        return proggy_clean_ttf_compressed_data_base85;
    }