commit a8009d0ee6c0a1adc7e70ab9c066e87e300c3144
Author: david.sorber <david.sorber@gmail.com>
Date:   Thu Nov 27 11:09:37 2025 -0500

    Update Dear ImGui to version 1.92.5.

diff --git a/external/imgui/LICENSE.txt b/external/imgui/LICENSE.txt
index 3282f5b..00ae473 100644
--- a/external/imgui/LICENSE.txt
+++ b/external/imgui/LICENSE.txt
@@ -1,6 +1,6 @@
 The MIT License (MIT)
 
-Copyright (c) 2014-2024 Omar Cornut
+Copyright (c) 2014-2025 Omar Cornut
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal
diff --git a/external/imgui/backend/imgui_impl_sdl2.cpp b/external/imgui/backend/imgui_impl_sdl2.cpp
index 1402215..c2dae40 100644
--- a/external/imgui/backend/imgui_impl_sdl2.cpp
+++ b/external/imgui/backend/imgui_impl_sdl2.cpp
@@ -7,8 +7,8 @@
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
-//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Gamepad support.
+//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 //  [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -21,6 +21,19 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
+//  2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
+//  2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
+//  2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
+//  2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
+//  2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
+//  2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
+//  2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
+//  2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
+//  2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
+//  2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
+//  2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
+//  2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
 //  2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
 //  2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
 //  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
@@ -95,25 +108,30 @@
 // Clang warnings with -Weverything
 #if defined(__clang__)
 #pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast
 #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
 #endif
 
 // SDL
 #include <SDL.h>
 #include <SDL_syswm.h>
+#include <stdio.h>              // for snprintf()
 #ifdef __APPLE__
 #include <TargetConditionals.h>
 #endif
 #ifdef __EMSCRIPTEN__
 #include <emscripten/em_js.h>
 #endif
+#undef Status // X11 headers are leaking this.
 
 #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
 #else
 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
 #endif
+#define SDL_HAS_PER_MONITOR_DPI             SDL_VERSION_ATLEAST(2,0,4)
 #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
+#define SDL_HAS_OPEN_URL                    SDL_VERSION_ATLEAST(2,0,14)
 #if SDL_HAS_VULKAN
 #include <SDL_vulkan.h>
 #endif
@@ -126,6 +144,7 @@ struct ImGui_ImplSDL2_Data
     SDL_Renderer*           Renderer;
     Uint64                  Time;
     char*                   ClipboardTextData;
+    char                    BackendPlatformName[48];
 
     // Mouse handling
     Uint32                  MouseWindowID;
@@ -134,6 +153,7 @@ struct ImGui_ImplSDL2_Data
     SDL_Cursor*             MouseLastCursor;
     int                     MouseLastLeaveFrame;
     bool                    MouseCanUseGlobalState;
+    bool                    MouseCanUseCapture;
 
     // Gamepad handling
     ImVector<SDL_GameController*> Gamepads;
@@ -185,7 +205,6 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
 ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
 ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
 {
-    IM_UNUSED(scancode);
     switch (keycode)
     {
         case SDLK_TAB: return ImGuiKey_Tab;
@@ -203,17 +222,17 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
         case SDLK_SPACE: return ImGuiKey_Space;
         case SDLK_RETURN: return ImGuiKey_Enter;
         case SDLK_ESCAPE: return ImGuiKey_Escape;
-        case SDLK_QUOTE: return ImGuiKey_Apostrophe;
+        //case SDLK_QUOTE: return ImGuiKey_Apostrophe;
         case SDLK_COMMA: return ImGuiKey_Comma;
-        case SDLK_MINUS: return ImGuiKey_Minus;
+        //case SDLK_MINUS: return ImGuiKey_Minus;
         case SDLK_PERIOD: return ImGuiKey_Period;
-        case SDLK_SLASH: return ImGuiKey_Slash;
+        //case SDLK_SLASH: return ImGuiKey_Slash;
         case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
-        case SDLK_EQUALS: return ImGuiKey_Equal;
-        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
-        case SDLK_BACKSLASH: return ImGuiKey_Backslash;
-        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
-        case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
+        //case SDLK_EQUALS: return ImGuiKey_Equal;
+        //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+        //case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+        //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+        //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
         case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
         case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
         case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
@@ -309,6 +328,24 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
         case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
         default: break;
     }
+
+    // Fallback to scancode
+    switch (scancode)
+    {
+    case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
+    case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
+    case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
+    case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
+    case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
+    case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
+    case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
+    case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
+    case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
+    case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
+    case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
+    case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
+    default: break;
+    }
     return ImGuiKey_None;
 }
 
@@ -324,7 +361,7 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
 static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
 {
     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
-    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
+    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
 }
 
 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@@ -342,7 +379,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
     {
         case SDL_MOUSEMOTION:
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
                 return false;
             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
             io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
@@ -351,7 +388,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         }
         case SDL_MOUSEWHEEL:
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
                 return false;
             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
 #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
@@ -371,7 +408,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         case SDL_MOUSEBUTTONDOWN:
         case SDL_MOUSEBUTTONUP:
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
                 return false;
             int mouse_button = -1;
             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -388,7 +425,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         }
         case SDL_TEXTINPUT:
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
                 return false;
             io.AddInputCharactersUTF8(event->text.text);
             return true;
@@ -396,17 +433,19 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         case SDL_KEYDOWN:
         case SDL_KEYUP:
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
                 return false;
             ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
+            //IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
+            //    (event->type == SDL_KEYDOWN) ? "DOWN" : "UP  ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
             ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
             io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
-            io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+            io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
             return true;
         }
         case SDL_WINDOWEVENT:
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
                 return false;
             // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
             // - However we won't get a correct LEAVE event for a captured window.
@@ -433,6 +472,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
             bd->WantUpdateGamepadsList = true;
             return true;
         }
+        default:
+            break;
     }
     return false;
 }
@@ -447,28 +488,36 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
     IMGUI_CHECKVERSION();
     IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
 
-    // Check and store if we are on a SDL backend that supports global mouse position
-    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
-    bool mouse_can_use_global_state = false;
-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
-    const char* sdl_backend = SDL_GetCurrentVideoDriver();
-    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
-    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
-        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
-            mouse_can_use_global_state = true;
-#endif
+    // Obtain compiled and runtime versions
+    SDL_version ver_compiled;
+    SDL_version ver_runtime;
+    SDL_VERSION(&ver_compiled);
+    SDL_GetVersion(&ver_runtime);
 
     // Setup backend capabilities flags
     ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
+    snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)",
+        ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch);
     io.BackendPlatformUserData = (void*)bd;
-    io.BackendPlatformName = "imgui_impl_sdl2";
-    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
-    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendPlatformName = bd->BackendPlatformName;
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;            // We can honor io.WantSetMousePos requests (optional, rarely used)
 
     bd->Window = window;
     bd->WindowID = SDL_GetWindowID(window);
     bd->Renderer = renderer;
-    bd->MouseCanUseGlobalState = mouse_can_use_global_state;
+
+    // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
+    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+    bd->MouseCanUseGlobalState = false;
+    bd->MouseCanUseCapture = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+    const char* sdl_backend = SDL_GetCurrentVideoDriver();
+    const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+    for (const char* item : capture_and_global_state_whitelist)
+        if (strncmp(sdl_backend, item, strlen(item)) == 0)
+            bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
+#endif
 
     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
     platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
@@ -477,6 +526,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
     platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
 #ifdef __EMSCRIPTEN__
     platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
+#elif SDL_HAS_OPEN_URL
+    platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
 #endif
 
     // Gamepad handling
@@ -492,6 +543,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
     bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
     bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
     bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
+    bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
+    bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW);
     bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
 
     // Set platform dependent data in viewport
@@ -578,6 +631,7 @@ void ImGui_ImplSDL2_Shutdown()
     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
     IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 
     if (bd->ClipboardTextData)
         SDL_free(bd->ClipboardTextData);
@@ -588,6 +642,7 @@ void ImGui_ImplSDL2_Shutdown()
     io.BackendPlatformName = nullptr;
     io.BackendPlatformUserData = nullptr;
     io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+    platform_io.ClearPlatformHandlers();
     IM_DELETE(bd);
 }
 
@@ -598,11 +653,21 @@ static void ImGui_ImplSDL2_UpdateMouseData()
 
     // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
 #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
-    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
-    SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
+    // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
+    // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
+    if (bd->MouseCanUseCapture)
+    {
+        bool want_capture = false;
+        for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
+            if (ImGui::IsMouseDragging(button_n, 1.0f))
+                want_capture = true;
+        SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
+    }
+
     SDL_Window* focused_window = SDL_GetKeyboardFocus();
     const bool is_app_focused = (bd->Window == focused_window);
 #else
+    SDL_Window* focused_window = bd->Window;
     const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
 #endif
     if (is_app_focused)
@@ -611,13 +676,20 @@ static void ImGui_ImplSDL2_UpdateMouseData()
         if (io.WantSetMousePos)
             SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
 
-        // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
-        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
+        // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured)
+        // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
+        SDL_Window* hovered_window = SDL_GetMouseFocus();
+        const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
+        if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
         {
-            int window_x, window_y, mouse_x_global, mouse_y_global;
-            SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
-            SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
-            io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
+            // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+            int mouse_x, mouse_y;
+            int window_x, window_y;
+            SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
+            SDL_GetWindowPosition(focused_window, &window_x, &window_y);
+            mouse_x -= window_x;
+            mouse_y -= window_y;
+            io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
         }
     }
 }
@@ -648,6 +720,30 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
     }
 }
 
+// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
+// - Apple platforms use FramebufferScale so we always return 1.0f.
+// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
+float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
+{
+    return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
+}
+
+float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
+{
+    const char* sdl_driver = SDL_GetCurrentVideoDriver();
+    if (sdl_driver && strcmp(sdl_driver, "wayland") == 0)
+        return 1.0f;
+#if SDL_HAS_PER_MONITOR_DPI
+#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
+    float dpi = 0.0f;
+    if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
+        return dpi / 96.0f;
+#endif
+#endif
+    IM_UNUSED(display_index);
+    return 1.0f;
+}
+
 static void ImGui_ImplSDL2_CloseGamepads()
 {
     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -663,7 +759,7 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_
     ImGui_ImplSDL2_CloseGamepads();
     if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
     {
-        IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
+        IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
         for (int n = 0; n < manual_gamepads_count; n++)
             bd->Gamepads.push_back(manual_gamepads_array[n]);
     }
@@ -717,9 +813,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
         bd->WantUpdateGamepadsList = false;
     }
 
-    // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
-    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
-        return;
     io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
     if (bd->Gamepads.Size == 0)
         return;
@@ -753,29 +846,35 @@ static void ImGui_ImplSDL2_UpdateGamepads()
     ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown,  SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
 }
 
-void ImGui_ImplSDL2_NewFrame()
+static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
 {
-    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
-    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
-    ImGuiIO& io = ImGui::GetIO();
-
-    // Setup display size (every frame to accommodate for window resizing)
     int w, h;
     int display_w, display_h;
-    SDL_GetWindowSize(bd->Window, &w, &h);
-    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
+    SDL_GetWindowSize(window, &w, &h);
+    if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
         w = h = 0;
-    if (bd->Renderer != nullptr)
-        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
+    if (renderer != nullptr)
+        SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
 #if SDL_HAS_VULKAN
-    else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
-        SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
+    else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN)
+        SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h);
 #endif
     else
-        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
-    io.DisplaySize = ImVec2((float)w, (float)h);
-    if (w > 0 && h > 0)
-        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+        SDL_GL_GetDrawableSize(window, &display_w, &display_h);
+    if (out_size != nullptr)
+        *out_size = ImVec2((float)w, (float)h);
+    if (out_framebuffer_scale != nullptr)
+        *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
+}
+
+void ImGui_ImplSDL2_NewFrame()
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup main viewport size (every frame to accommodate for window resizing)
+    ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
 
     // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
     // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
diff --git a/external/imgui/backend/imgui_impl_sdl2.h b/external/imgui/backend/imgui_impl_sdl2.h
index 8ccc6fd..3c0a4a7 100644
--- a/external/imgui/backend/imgui_impl_sdl2.h
+++ b/external/imgui/backend/imgui_impl_sdl2.h
@@ -6,8 +6,8 @@
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
-//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Gamepad support.
+//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 //  [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -38,9 +38,13 @@ IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame();
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
 
+// DPI-related helpers (optional)
+IMGUI_IMPL_API float    ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
+IMGUI_IMPL_API float    ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
+
 // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
 // When using manual mode, caller is responsible for opening/closing gamepad.
 enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
-IMGUI_IMPL_API void     ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+IMGUI_IMPL_API void     ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
 
 #endif // #ifndef IMGUI_DISABLE
diff --git a/external/imgui/backend/imgui_impl_sdlrenderer2.cpp b/external/imgui/backend/imgui_impl_sdlrenderer2.cpp
index 27c9522..e03d131 100644
--- a/external/imgui/backend/imgui_impl_sdlrenderer2.cpp
+++ b/external/imgui/backend/imgui_impl_sdlrenderer2.cpp
@@ -1,15 +1,18 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL2
 // (Requires: SDL 2.0.17+)
 
-// Note how SDL_Renderer is an _optional_ component of SDL2.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
+// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
-//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+//  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
+//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
 //  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -21,6 +24,9 @@
 // - Introduction, links and more at the top of imgui.cpp
 
 // CHANGELOG
+//  2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
+//  2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
+//  2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
 //  2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
 //  2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
 //  2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
@@ -39,6 +45,8 @@
 #if defined(__clang__)
 #pragma clang diagnostic push
 #pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
 #endif
 
 // SDL
@@ -51,7 +59,7 @@
 struct ImGui_ImplSDLRenderer2_Data
 {
     SDL_Renderer*   Renderer;       // Main viewport's renderer
-    SDL_Texture*    FontTexture;
+
     ImGui_ImplSDLRenderer2_Data()   { memset((void*)this, 0, sizeof(*this)); }
 };
 
@@ -75,6 +83,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_sdlrenderer2";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;   // We can honor ImGuiPlatformIO::Textures[] requests during render.
 
     bd->Renderer = renderer;
 
@@ -86,49 +95,56 @@ void ImGui_ImplSDLRenderer2_Shutdown()
     ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
     IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 
     ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
 
     io.BackendRendererName = nullptr;
     io.BackendRendererUserData = nullptr;
-    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
+    platform_io.ClearRendererHandlers();
     IM_DELETE(bd);
 }
 
 static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
 {
-	// Clear out any viewports and cliprect set by the user
+    // Clear out any viewports and cliprect set by the user
     // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
-	SDL_RenderSetViewport(renderer, nullptr);
-	SDL_RenderSetClipRect(renderer, nullptr);
+    SDL_RenderSetViewport(renderer, nullptr);
+    SDL_RenderSetClipRect(renderer, nullptr);
 }
 
 void ImGui_ImplSDLRenderer2_NewFrame()
 {
     ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
     IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
-
-    if (!bd->FontTexture)
-        ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+    IM_UNUSED(bd);
 }
 
 void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
 {
-	// If there's a scale factor set by the user, use that instead
+    // If there's a scale factor set by the user, use that instead
     // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
     // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
     float rsx = 1.0f;
-	float rsy = 1.0f;
-	SDL_RenderGetScale(renderer, &rsx, &rsy);
+    float rsy = 1.0f;
+    SDL_RenderGetScale(renderer, &rsx, &rsy);
     ImVec2 render_scale;
-	render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
-	render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
-
-	// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
-	int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
-	int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
-	if (fb_width == 0 || fb_height == 0)
-		return;
+    render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+    render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+    int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+
+    // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+    // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+    if (draw_data->Textures != nullptr)
+        for (ImTextureData* tex : *draw_data->Textures)
+            if (tex->Status != ImTextureStatus_OK)
+                ImGui_ImplSDLRenderer2_UpdateTexture(tex);
 
     // Backup SDL_Renderer state that will be modified to restore it afterwards
     struct BackupSDLRendererState
@@ -151,14 +167,13 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
     render_state.Renderer = renderer;
     platform_io.Renderer_RenderState = &render_state;
 
-	// Will project scissor/clipping rectangles into framebuffer space
-	ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
-	ImVec2 clip_scale = render_scale;
+    // Will project scissor/clipping rectangles into framebuffer space
+    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
+    ImVec2 clip_scale = render_scale;
 
     // Render command lists
-    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    for (const ImDrawList* draw_list : draw_data->CmdLists)
     {
-        const ImDrawList* draw_list = draw_data->CmdLists[n];
         const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
         const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
 
@@ -198,7 +213,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
 #endif
 
                 // Bind texture, Draw
-				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+                SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
                 SDL_RenderGeometryRaw(renderer, tex,
                     xy, (int)sizeof(ImDrawVert),
                     color, (int)sizeof(ImDrawVert),
@@ -208,62 +223,72 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
             }
         }
     }
-    platform_io.Renderer_RenderState = NULL;
+    platform_io.Renderer_RenderState = nullptr;
 
     // Restore modified SDL_Renderer state
     SDL_RenderSetViewport(renderer, &old.Viewport);
     SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
 }
 
-// Called by Init/NewFrame/Shutdown
-bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
+void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
 {
-    ImGuiIO& io = ImGui::GetIO();
     ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
 
-    // Build texture atlas
-    unsigned char* pixels;
-    int width, height;
-    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
-
-    // Upload texture to graphics system
-    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
-    bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
-    if (bd->FontTexture == nullptr)
+    if (tex->Status == ImTextureStatus_WantCreate)
     {
-        SDL_Log("error creating texture");
-        return false;
+        // Create and upload new texture to graphics system
+        //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+        IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+        IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+        // Create texture
+        // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+        SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
+        IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
+        SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
+        SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
+        SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
+
+        // Store identifiers
+        tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
+        tex->SetStatus(ImTextureStatus_OK);
     }
-    SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
-    SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
-    SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
-
-    // Store our identifier
-    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
-
-    return true;
-}
-
-void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
-{
-    ImGuiIO& io = ImGui::GetIO();
-    ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
-    if (bd->FontTexture)
+    else if (tex->Status == ImTextureStatus_WantUpdates)
+    {
+        // Update selected blocks. We only ever write to textures regions which have never been used before!
+        // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+        SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
+        for (ImTextureRect& r : tex->Updates)
+        {
+            SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
+            SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
+        }
+        tex->SetStatus(ImTextureStatus_OK);
+    }
+    else if (tex->Status == ImTextureStatus_WantDestroy)
     {
-        io.Fonts->SetTexID(0);
-        SDL_DestroyTexture(bd->FontTexture);
-        bd->FontTexture = nullptr;
+        if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
+            SDL_DestroyTexture(sdl_texture);
+
+        // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+        tex->SetTexID(ImTextureID_Invalid);
+        tex->SetStatus(ImTextureStatus_Destroyed);
     }
 }
 
-bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
+void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
 {
-    return ImGui_ImplSDLRenderer2_CreateFontsTexture();
 }
 
 void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
 {
-    ImGui_ImplSDLRenderer2_DestroyFontsTexture();
+    // Destroy all textures
+    for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+        if (tex->RefCount == 1)
+        {
+            tex->SetStatus(ImTextureStatus_WantDestroy);
+            ImGui_ImplSDLRenderer2_UpdateTexture(tex);
+        }
 }
 
 //-----------------------------------------------------------------------------
diff --git a/external/imgui/backend/imgui_impl_sdlrenderer2.h b/external/imgui/backend/imgui_impl_sdlrenderer2.h
index 804ca18..a62e609 100644
--- a/external/imgui/backend/imgui_impl_sdlrenderer2.h
+++ b/external/imgui/backend/imgui_impl_sdlrenderer2.h
@@ -1,15 +1,18 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL2
 // (Requires: SDL 2.0.17+)
 
-// Note how SDL_Renderer is an _optional_ component of SDL2.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
+// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
-//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+//  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
+//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
 //  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -33,11 +36,12 @@ IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_NewFrame();
 IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
 
 // Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_CreateFontsTexture();
-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_DestroyFontsTexture();
-IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_CreateDeviceObjects();
 IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
 
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
+
 // [BETA] Selected render state data shared with callbacks.
 // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
 // (Please open an issue if you feel you need access to more data)
diff --git a/external/imgui/imconfig.h b/external/imgui/imconfig.h
index fea89de..c6d9b8d 100644
--- a/external/imgui/imconfig.h
+++ b/external/imgui/imconfig.h
@@ -15,7 +15,8 @@
 #pragma once
 
 //---- Define assertion handler. Defaults to calling assert().
-// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
+// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
+// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.
 //#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)
 //#define IM_ASSERT(_EXPR)  ((void)(_EXPR))     // Disable asserts
 
@@ -48,6 +49,7 @@
 //#define IMGUI_DISABLE_FILE_FUNCTIONS                      // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
 //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS              // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
 //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS                  // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
+//#define IMGUI_DISABLE_DEFAULT_FONT                        // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
 //#define IMGUI_DISABLE_SSE                                 // Disable use of SSE intrinsics even if available
 
 //---- Enable Test Engine / Automation features.
@@ -58,9 +60,12 @@
 //#define IMGUI_INCLUDE_IMGUI_USER_H
 //#define IMGUI_USER_H_FILENAME         "my_folder/my_imgui_user.h"
 
-//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
+//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
 //#define IMGUI_USE_BGRA_PACKED_COLOR
 
+//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
+//#define IMGUI_USE_LEGACY_CRC32_ADLER
+
 //---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
 //#define IMGUI_USE_WCHAR32
 
@@ -79,13 +84,13 @@
 
 //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
 // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
+// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience.
 // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
 //#define IMGUI_ENABLE_FREETYPE
 
 //---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
 // Only works in combination with IMGUI_ENABLE_FREETYPE.
-// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg.
-// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
+// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
 // - Both require headers to be available in the include path + program to be linked with the library code (not provided).
 // - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
 //#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
@@ -126,6 +131,10 @@
 //#define IM_DEBUG_BREAK  IM_ASSERT(0)
 //#define IM_DEBUG_BREAK  __debugbreak()
 
+//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
+// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
+//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+
 //---- Debug Tools: Enable slower asserts
 //#define IMGUI_DEBUG_PARANOID
 
diff --git a/external/imgui/imgui.cpp b/external/imgui/imgui.cpp
index 4624c45..2bb3ad3 100644
--- a/external/imgui/imgui.cpp
+++ b/external/imgui/imgui.cpp
@@ -1,31 +1,33 @@
-// dear imgui, v1.91.5
+// dear imgui, v1.92.5
 // (main code and documentation)
 
 // Help:
-// - See links below.
 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
 // - Read top of imgui.cpp for more details, links and comments.
+// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
 
 // Resources:
 // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
 // - Homepage ................... https://github.com/ocornut/imgui
-// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
+// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases
 // - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
 // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
 //   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
 //   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
-//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
-//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
+//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines)
 //   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
+//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
 //   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
 // - Issues & support ........... https://github.com/ocornut/imgui/issues
 // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
+// - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser)
 
-// For first-time users having issues compiling/linking/running/loading fonts:
+// For FIRST-TIME users having issues compiling/linking/running:
 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
 // Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
+// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
 
-// Copyright (c) 2014-2024 Omar Cornut
+// Copyright (c) 2014-2025 Omar Cornut
 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
 // See LICENSE.txt for copyright and licensing details (standard MIT License).
 // This library is free but needs your support to sustain development and maintenance.
@@ -52,7 +54,7 @@ DOCUMENTATION
   - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
   - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
   - HOW A SIMPLE APPLICATION MAY LOOK LIKE
-  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+  - USING CUSTOM BACKEND / CUSTOM ENGINE
 - API BREAKING CHANGES (read me when you update!)
 - FREQUENTLY ASKED QUESTIONS (FAQ)
   - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
@@ -77,6 +79,7 @@ CODE
 // [SECTION] RENDER HELPERS
 // [SECTION] INITIALIZATION, SHUTDOWN
 // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+// [SECTION] FONTS, TEXTURES
 // [SECTION] ID STACK
 // [SECTION] INPUTS
 // [SECTION] ERROR CHECKING, STATE RECOVERY
@@ -85,6 +88,7 @@ CODE
 // [SECTION] SCROLLING
 // [SECTION] TOOLTIPS
 // [SECTION] POPUPS
+// [SECTION] WINDOW FOCUS
 // [SECTION] KEYBOARD/GAMEPAD NAVIGATION
 // [SECTION] DRAG AND DROP
 // [SECTION] LOGGING/CAPTURING
@@ -119,7 +123,7 @@ CODE
  Designed primarily for developers and content-creators, not the typical end-user!
  Some of the current weaknesses (which we aim to address in the future) includes:
 
- - Doesn't look fancy.
+ - Doesn't look fancy by default.
  - Limited layout features, intricate layouts are typically crafted in code.
 
 
@@ -128,7 +132,7 @@ CODE
 
  - MOUSE CONTROLS
    - Mouse wheel:                   Scroll vertically.
-   - SHIFT+Mouse wheel:             Scroll horizontally.
+   - Shift+Mouse wheel:             Scroll horizontally.
    - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
    - Click ^, Double-Click title:   Collapse window.
    - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
@@ -136,22 +140,24 @@ CODE
    - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
 
  - TEXT EDITOR
-   - Hold SHIFT or Drag Mouse:      Select text.
-   - CTRL+Left/Right:               Word jump.
-   - CTRL+Shift+Left/Right:         Select words.
-   - CTRL+A or Double-Click:        Select All.
-   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
-   - CTRL+Z, CTRL+Y:                Undo, Redo.
+   - Hold Shift or Drag Mouse:      Select text.
+   - Ctrl+Left/Right:               Word jump.
+   - Ctrl+Shift+Left/Right:         Select words.
+   - Ctrl+A or Double-Click:        Select All.
+   - Ctrl+X, Ctrl+C, Ctrl+V:        Use OS clipboard.
+   - Ctrl+Z                         Undo.
+   - Ctrl+Y or Ctrl+Shift+Z:        Redo.
    - ESCAPE:                        Revert text to its original value.
-   - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors.
+   - On macOS, controls are automatically adjusted to match standard macOS text editing and behaviors.
+     (for 99% of shortcuts, Ctrl is replaced by Cmd on macOS).
 
  - KEYBOARD CONTROLS
    - Basic:
-     - Tab, SHIFT+Tab               Cycle through text editable fields.
-     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
-     - CTRL+Click                   Input text into a Slider or Drag widget.
+     - Tab, Shift+Tab               Cycle through text editable fields.
+     - Ctrl+Tab, Ctrl+Shift+Tab     Cycle through windows.
+     - Ctrl+Click                   Input text into a Slider or Drag widget.
    - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
-     - Tab, SHIFT+Tab:              Cycle through every items.
+     - Tab, Shift+Tab:              Cycle through every items.
      - Arrow keys                   Move through items using directional navigation. Tweak value.
      - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
      - Enter                        Activate item (prefer text input when possible).
@@ -160,7 +166,7 @@ CODE
      - Page Up, Page Down           Previous page, next page.
      - Home, End                    Scroll to top, scroll to bottom.
      - Alt                          Toggle between scrolling layer and menu layer.
-     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
+     - Ctrl+Tab then Ctrl+Arrows    Move window. Hold Shift to resize instead of moving.
    - Output when ImGuiConfigFlags_NavEnableKeyboard set,
      - io.WantCaptureKeyboard flag is set when keyboard is claimed.
      - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
@@ -196,7 +202,7 @@ CODE
 
  READ FIRST
  ----------
- - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
+ - Remember to check the wonderful Wiki: https://github.com/ocornut/imgui/wiki
  - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
    The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
    data retention on your side, less state duplication, less state synchronization, fewer bugs.
@@ -270,7 +276,8 @@ CODE
 
  HOW A SIMPLE APPLICATION MAY LOOK LIKE
  --------------------------------------
- EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
+
+ USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
  The sub-folders in examples/ contain examples applications following this structure.
 
      // Application init: create a dear imgui context, setup some options, load fonts
@@ -295,7 +302,7 @@ CODE
          // Any application code here
          ImGui::Text("Hello, world!");
 
-         // Render dear imgui into screen
+         // Render dear imgui into framebuffer
          ImGui::Render();
          ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
          g_pSwapChain->Present(1, 0);
@@ -306,26 +313,36 @@ CODE
      ImGui_ImplWin32_Shutdown();
      ImGui::DestroyContext();
 
- EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
+ To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
+ you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
+
 
-     // Application init: create a dear imgui context, setup some options, load fonts
+USING CUSTOM BACKEND / CUSTOM ENGINE
+------------------------------------
+
+IMPLEMENTING YOUR PLATFORM BACKEND:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions.
+ -> the Platform backends in impl_impl_XXX.cpp files contain many implementations.
+
+IMPLEMENTING YOUR RenderDrawData() function:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+ -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function.
+
+IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+ -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function.
+
+ Basic application/backend skeleton:
+
+     // Application init: create a Dear ImGui context, setup some options, load fonts
      ImGui::CreateContext();
      ImGuiIO& io = ImGui::GetIO();
-     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
-     // TODO: Fill optional fields of the io structure later.
-     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+     // TODO: set io.ConfigXXX values, e.g.
+     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable keyboard controls
 
-     // Build and load the texture atlas into a texture
-     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
-     int width, height;
-     unsigned char* pixels = nullptr;
-     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
-     // At this point you've got the texture data and you need to upload that to your graphic system:
-     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
-     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
-     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
-     io.Fonts->SetTexID((void*)texture);
+     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+     io.Fonts->AddFontFromFileTTF("NotoSans.ttf");
 
      // Application main loop
      while (true)
@@ -348,77 +365,25 @@ CODE
         MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
         MyGameRender(); // may use any Dear ImGui functions as well!
 
-        // Render dear imgui, swap buffers
+        // End the dear imgui frame
         // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
-        ImGui::EndFrame();
+        ImGui::EndFrame(); // this is automatically called by Render(), but available
         ImGui::Render();
+
+        // Update textures
         ImDrawData* draw_data = ImGui::GetDrawData();
-        MyImGuiRenderFunction(draw_data);
+        for (ImTextureData* tex : *draw_data->Textures)
+            if (tex->Status != ImTextureStatus_OK)
+                MyImGuiBackend_UpdateTexture(tex);
+
+        // Render dear imgui contents, swap buffers
+        MyImGuiBackend_RenderDrawData(draw_data);
         SwapBuffers();
      }
 
      // Shutdown
      ImGui::DestroyContext();
 
- To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
- you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
- Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
-
-
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- ---------------------------------------------
- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
-
-    void MyImGuiRenderFunction(ImDrawData* draw_data)
-    {
-       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
-       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
-       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
-       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
-       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
-       ImVec2 clip_off = draw_data->DisplayPos;
-       for (int n = 0; n < draw_data->CmdListsCount; n++)
-       {
-          const ImDrawList* cmd_list = draw_data->CmdLists[n];
-          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
-          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
-          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
-          {
-             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
-             if (pcmd->UserCallback)
-             {
-                 pcmd->UserCallback(cmd_list, pcmd);
-             }
-             else
-             {
-                 // Project scissor/clipping rectangles into framebuffer space
-                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
-                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
-                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
-                     continue;
-
-                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
-                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
-                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
-                 // - Clipping coordinates are provided in imgui coordinates space:
-                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
-                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
-                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
-                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
-                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
-                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
-
-                 // The texture for the draw call is specified by pcmd->GetTexID().
-                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
-                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
-
-                 // Render 'pcmd->ElemCount/3' indexed triangles.
-                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
-                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
-             }
-          }
-       }
-    }
 
 
  API BREAKING CHANGES
@@ -429,6 +394,133 @@ CODE
  When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
  You can read releases logs https://github.com/ocornut/imgui/releases for more details.
 
+ - 2025/11/06 (1.92.5) - BeginChild: commented out some legacy names which were obsoleted in 1.90.0 (Nov 2023), 1.90.9 (July 2024), 1.91.1 (August 2024):
+                         - ImGuiChildFlags_Border                    --> ImGuiChildFlags_Borders
+                         - ImGuiWindowFlags_NavFlattened             --> ImGuiChildFlags_NavFlattened (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
+                         - ImGuiWindowFlags_AlwaysUseWindowPadding   --> ImGuiChildFlags_AlwaysUseWindowPadding (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
+ - 2025/11/06 (1.92.5) - Keys: commented out legacy names which were obsoleted in 1.89.0 (August 2022):
+                         - ImGuiKey_ModCtrl  --> ImGuiMod_Ctrl
+                         - ImGuiKey_ModShift --> ImGuiMod_Shift
+                         - ImGuiKey_ModAlt   --> ImGuiMod_Alt
+                         - ImGuiKey_ModSuper --> ImGuiMod_Super
+ - 2025/11/06 (1.92.5) - IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8 (Aug 2023). Calling io.ClearInputKeys() is enough.
+ - 2025/11/06 (1.92.5) - Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right. Use SetNextItemAllowOverlap() _before_ item instead.
+ - 2025/10/14 (1.92.4) - TreeNode, Selectable, Clipper: commented out legacy names which were obsoleted in 1.89.7 (July 2023) and 1.89.9 (Sept 2023);
+                         - ImGuiTreeNodeFlags_AllowItemOverlap       --> ImGuiTreeNodeFlags_AllowOverlap
+                         - ImGuiSelectableFlags_AllowItemOverlap     --> ImGuiSelectableFlags_AllowOverlap
+                         - ImGuiListClipper::IncludeRangeByIndices() --> ImGuiListClipper::IncludeItemsByIndex()
+ - 2025/08/08 (1.92.2) - Backends: SDL_GPU3: Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
+ - 2025/07/31 (1.92.2) - Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. Kept inline redirection enum (will obsolete).
+ - 2025/06/25 (1.92.0) - Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM
+                         to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150)
+                         - Incorrect way to make a window content size 200x200:
+                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+                         - Correct ways to make a window content size 200x200:
+                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+                              Begin(...) + Dummy(ImVec2(200,200)) + End();
+                         - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries.
+ - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED.
+                         IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/
+                         As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+).
+                         If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes.
+                       - Hard to read? Refer to 'docs/Changelog.txt' for a less compact and more complete version of this!
+                       - Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f):
+                         This WILL NOT map correctly to the new system! Because font will rasterize as requested size.
+                         - With a legacy backend (< 1.92): Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. This already worked before, but is now pretty much required.
+                         - With a new backend (1.92+): This should be all automatic. FramebufferScale is automatically used to set current font RasterizerDensity. FramebufferScale is a per-viewport property provided by backend through the Platform_GetWindowFramebufferScale() handler in 'docking' branch.
+                       - Fonts: **IMPORTANT** on Font Sizing: Before 1.92, fonts were of a single size. They can now be dynamically sized.
+                         - PushFont() API now has a REQUIRED size parameter.
+                         - Before 1.92: PushFont() always used font "default" size specified in AddFont() call. It is equivalent to calling PushFont(font, font->LegacySize).
+                         - Since  1.92: PushFont(font, 0.0f) preserve the current font size which is a shared value.
+                         - To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site.
+                         - Kept inline single parameter function. Will obsolete.
+                       - Fonts: **IMPORTANT** on Font Merging:
+                         - When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph.
+                           Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font.
+                         - When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before!
+                         - e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1.
+                           After the update and when using a new backend, those glyphs may now loaded from Font Source 1!
+                         - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source:
+                             // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
+                             static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+                             ImFontConfig cfg1;
+                             cfg1.GlyphExcludeRanges = exclude_ranges;
+                             io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
+                             // Add Font Source 2, which expects to use the range above
+                             ImFontConfig cfg2;
+                             cfg2.MergeMode = true;
+                             io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
+                         - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph.
+                       - Fonts: **IMPORTANT** on Thread Safety:
+                          - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even thou we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded.
+                       - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont().
+                       - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font".
+                       - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'.
+                       - Textures: all API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef'. Affected functions are: ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded().
+                       - Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID(), IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete).
+                       - Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling.
+                       - Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese().
+                       - Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327)
+                       - Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one), you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't.
+                       - Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFont(NULL, style.FontSizeBase * factor)' or to manipulate other scaling factors.
+                       - Fonts: obsoleted ImFont::Scale which is not useful anymore.
+                       - Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things:
+                          - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef.
+                          - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef.
+                          - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]
+                          - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount.
+                          - Each ImFont has a number of ImFontBaked instances corresponding to actively used sizes. ImFont::GetFontBaked(size) retrieves the one for a given size.
+                          - Fields moved from ImFont to ImFontBaked: IndexAdvanceX[], Glyphs[], Ascent, Descent, FindGlyph(), FindGlyphNoFallback(), GetCharAdvance().
+                          - Fields moved from ImFontAtlas to ImFontAtlas->Tex: ImFontAtlas::TexWidth => TexData->Width, ImFontAtlas::TexHeight => TexData->Height, ImFontAtlas::TexPixelsAlpha8/TexPixelsRGBA32 => TexData->GetPixels().
+                          - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to access font data for current font at current font size (and you may use font->GetFontBaked(size) to access it for any other size.)
+                       - Fonts: (users of imgui_freetype): renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. Renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. Renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags.
+                         If you used runtime imgui_freetype selection rather than the default IMGUI_ENABLE_FREETYPE compile-time option: Renamed/reworked ImFontBuilderIO into ImFontLoader. Renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader().
+                           - old:  io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()
+                           - new:  io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader()
+                           - new:  io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) to change dynamically at runtime [from 1.92.1]
+                       - Fonts: (users of custom rectangles, see #8466): Renamed AddCustomRectRegular() to AddCustomRect(). Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV().
+                           - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. X->x, Y->y, Width->w, Height->h.
+                           - old:
+                                const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id);
+                                ImVec2 uv0, uv1;
+                                atlas->GetCustomRectUV(r, &uv0, &uv1);
+                                ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1);
+                           - new;
+                                ImFontAtlasRect r;
+                                atlas->GetCustomRect(custom_rect_id, &r);
+                                ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1);
+                           - We added a redirecting typedef but haven't attempted to magically redirect the field names, as this API is rarely used and the fix is simple.
+                           - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts. Kept existing function which uses the font "default size" (Sources[0]->LegacySize). Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, but can facilitate transitioning old code.
+                           - Prefer adding a font source (ImFontConfig) using a custom/procedural loader.
+                       - DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture().
+                       - Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() for all backends that had them. They should not be necessary any more.
+ - 2025/05/23 (1.92.0) - Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition()
+                            - old:  const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, ....);
+                            - new:  const char* ImFont::CalcWordWrapPosition (float size,  const char* text, ....);
+                         The leading 'float scale' parameters was changed to 'float size'. This was necessary as 'scale' is assuming standard font size which is a concept we aim to eliminate in an upcoming update. Kept inline redirection function.
+ - 2025/05/15 (1.92.0) - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete).
+ - 2025/05/15 (1.92.0) - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. Use PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop)/PopItemFlag() instead. (#3092)
+ - 2025/05/15 (1.92.0) - Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. Use ImGuiListClipper::IncludeItemsByIndex() instead.
+ - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name.
+ - 2025/04/16 (1.91.9) - Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387)
+ - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238)
+                            - old: void Image      (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0));
+                            - new: void Image      (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1));
+                            - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1));
+                            - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton().
+                            - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize.
+                            - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable.
+                            - kept legacy signature (will obsolete), which mimics the old behavior,  but uses Max(1.0f, style.ImageBorderSize) when border_col is specified.
+                            - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg().
+ - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
+ - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX.
+ - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior.
+                         prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
+                         the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls:
+ - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937)
+ - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions.
+                         As a result, old .ini data may be partially lost (docking and tables information particularly).
+                         Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data.
  - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before)
                             - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
                             - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
@@ -451,12 +543,12 @@ CODE
                          in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning:
                             - May warn:    ImGui::Image((void*)MyTextureData, ...);
                             - May warn:    ImGui::Image((void*)(intptr_t)MyTextureData, ...);
-                            - Won't warn:  ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...);
+                            - Won't warn:  ImGui::Image((ImTextureID)(intptr_t)MyTextureData, ...);
   -                      note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like.
  - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
                        - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
                          although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
- - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
+ - 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
                          it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
  - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
  - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
@@ -635,7 +727,7 @@ CODE
  - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
  - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
                         - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
- - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
+ - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
  - 2022/01/17 (1.87) - inputs: reworked mouse IO.
                         - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
                         - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
@@ -643,10 +735,10 @@ CODE
                         - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
                        note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
                        read https://github.com/ocornut/imgui/issues/4921 for details.
- - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
+ - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
                         - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
                         - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
-                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
+                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes).
                         - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
                      - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
                      - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
@@ -738,7 +830,7 @@ CODE
                        - ShowTestWindow()                    -> use ShowDemoWindow()
                        - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
                        - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
-                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
+                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f))
                        - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
                        - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
                        - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
@@ -855,7 +947,7 @@ CODE
                      - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
                      - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
  - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
- - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
+ - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
  - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
  - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
  - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
@@ -980,6 +1072,7 @@ CODE
       associated with it.
 
  Q: What is this library called?
+ Q: What is the difference between Dear ImGui and traditional UI toolkits?
  Q: Which version should I get?
  >> This library is called "Dear ImGui", please don't call it "ImGui" :)
  >> See https://www.dearimgui.com/faq for details.
@@ -1092,7 +1185,7 @@ CODE
 #else
 #include <windows.h>
 #endif
-#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
+#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
 // The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
 #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
 #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
@@ -1125,42 +1218,45 @@ CODE
 #pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
 #pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
 #pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat"                         // warning: format specifies type 'int' but the argument has type 'unsigned int'
 #pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
 #pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
 #pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
 #pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
-#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
 #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
 #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.
 #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
 #pragma clang diagnostic ignored "-Wnontrivial-memaccess"           // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wswitch-default"                 // warning: 'switch' missing 'default' label
 #elif defined(__GNUC__)
 // We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
 #pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
 #pragma GCC diagnostic ignored "-Wunused-function"                  // warning: 'xxxx' defined but not used
 #pragma GCC diagnostic ignored "-Wint-to-pointer-cast"              // warning: cast to pointer from integer of different size
-#pragma GCC diagnostic ignored "-Wformat"                           // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wformat"                           // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
 #pragma GCC diagnostic ignored "-Wdouble-promotion"                 // warning: implicit conversion from 'float' to 'double' when passing argument to function
 #pragma GCC diagnostic ignored "-Wconversion"                       // warning: conversion to 'xxxx' from 'xxxx' may alter its value
 #pragma GCC diagnostic ignored "-Wformat-nonliteral"                // warning: format not a string literal, format string not checked
 #pragma GCC diagnostic ignored "-Wstrict-overflow"                  // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
 #pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual"                        // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
 #endif
 
 // Debug options
-#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction.
+#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Hold Ctrl to display for all candidates. Ctrl+Arrow to change last direction.
 #define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
 
-// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
+// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls.
+static const float FONT_DEFAULT_SIZE = 20.0f;
+
+// When using Ctrl+Tab (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
 static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
 static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
-
 static const float NAV_ACTIVATE_HIGHLIGHT_TIMER             = 0.10f;    // Time to highlight an item activated by a shortcut.
-
-// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
-static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
 static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
 static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
 
@@ -1197,9 +1293,14 @@ namespace ImGui
 // Item
 static void             ItemHandleShortcut(ImGuiID id);
 
+// Window Focus
+static int              FindWindowFocusIndex(ImGuiWindow* window);
+static void             UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags);
+
 // Navigation
 static void             NavUpdate();
 static void             NavUpdateWindowing();
+static void             NavUpdateWindowingApplyFocus(ImGuiWindow* window);
 static void             NavUpdateWindowingOverlay();
 static void             NavUpdateCancelRequest();
 static void             NavUpdateCreateMoveRequest();
@@ -1208,7 +1309,7 @@ static float            NavUpdatePageUpPageDown();
 static inline void      NavUpdateAnyRequestFlag();
 static void             NavUpdateCreateWrappingRequest();
 static void             NavEndFrame();
-static bool             NavScoreItem(ImGuiNavItemData* result);
+static bool             NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb);
 static void             NavApplyItemToResult(ImGuiNavItemData* result);
 static void             NavProcessItem();
 static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
@@ -1217,14 +1318,13 @@ static ImVec2           NavCalcPreferredRefPos();
 static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
 static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
 static void             NavRestoreLayer(ImGuiNavLayer layer);
-static int              FindWindowFocusIndex(ImGuiWindow* window);
 
 // Error Checking and Debug Tools
 static void             ErrorCheckNewFrameSanityChecks();
 static void             ErrorCheckEndFrameSanityChecks();
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
 static void             UpdateDebugToolItemPicker();
-static void             UpdateDebugToolStackQueries();
+static void             UpdateDebugToolItemPathQuery();
 static void             UpdateDebugToolFlashStyleColor();
 #endif
 
@@ -1235,14 +1335,19 @@ static void             UpdateMouseWheel();
 static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
 
 // Misc
+static void             UpdateFontsNewFrame();
+static void             UpdateFontsEndFrame();
+static void             UpdateTexturesNewFrame();
+static void             UpdateTexturesEndFrame();
 static void             UpdateSettings();
-static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
+static int              UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
 static void             RenderWindowOuterBorders(ImGuiWindow* window);
 static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
 static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
 static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
 static void             RenderDimmedBackgrounds();
 static void             SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
+static void             SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect);
 
 // Viewports
 const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
@@ -1298,11 +1403,16 @@ static void*                GImAllocatorUserData = NULL;
 
 ImGuiStyle::ImGuiStyle()
 {
+    FontSizeBase                = 0.0f;             // Will default to io.Fonts->Fonts[0] on first frame.
+    FontScaleMain               = 1.0f;             // Main scale factor. May be set by application once, or exposed to end-user.
+    FontScaleDpi                = 1.0f;             // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
+
     Alpha                       = 1.0f;             // Global alpha applies to everything in Dear ImGui.
     DisabledAlpha               = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
     WindowPadding               = ImVec2(8,8);      // Padding within a window
     WindowRounding              = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
     WindowBorderSize            = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    WindowBorderHoverPadding    = 4.0f;             // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
     WindowMinSize               = ImVec2(32,32);    // Minimum window size
     WindowTitleAlign            = ImVec2(0.0f,0.5f);// Alignment for title bar text
     WindowMenuButtonPosition    = ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
@@ -1321,16 +1431,27 @@ ImGuiStyle::ImGuiStyle()
     ColumnsMinSpacing           = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
     ScrollbarSize               = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
     ScrollbarRounding           = 9.0f;             // Radius of grab corners rounding for scrollbar
+    ScrollbarPadding            = 2.0f;             // Padding of scrollbar grab within its frame (same for both axises)
     GrabMinSize                 = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
     GrabRounding                = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
     LogSliderDeadzone           = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
-    TabRounding                 = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+    ImageBorderSize             = 0.0f;             // Thickness of border around tabs.
+    TabRounding                 = 5.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
     TabBorderSize               = 0.0f;             // Thickness of border around tabs.
-    TabMinWidthForCloseButton   = 0.0f;             // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+    TabMinWidthBase             = 1.0f;             // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
+    TabMinWidthShrink           = 80.0f;            // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
+    TabCloseButtonMinWidthSelected   = -1.0f;       // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
+    TabCloseButtonMinWidthUnselected = 0.0f;        // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
     TabBarBorderSize            = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
-    TabBarOverlineSize          = 2.0f;             // Thickness of tab-bar overline, which highlights the selected tab-bar.
+    TabBarOverlineSize          = 1.0f;             // Thickness of tab-bar overline, which highlights the selected tab-bar.
     TableAngledHeadersAngle     = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
     TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
+    TreeLinesFlags              = ImGuiTreeNodeFlags_DrawLinesNone;
+    TreeLinesSize               = 1.0f;             // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
+    TreeLinesRounding           = 0.0f;             // Radius of lines connecting child nodes to the vertical line.
+    DragDropTargetRounding      = 0.0f;             // Radius of the drag and drop target frame.
+    DragDropTargetBorderSize    = 2.0f;             // Thickness of the drag and drop target border.
+    DragDropTargetPadding       = 3.0f;             // Size to expand the drag and drop target from actual target item size.
     ColorButtonPosition         = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
     ButtonTextAlign             = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
     SelectableTextAlign         = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@@ -1353,17 +1474,24 @@ ImGuiStyle::ImGuiStyle()
     HoverFlagsForTooltipMouse   = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
     HoverFlagsForTooltipNav     = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
 
+    // [Internal]
+    _MainScale                  = 1.0f;
+    _NextFrameFontSizeBase      = 0.0f;
+
     // Default theme
     ImGui::StyleColorsDark(this);
 }
 
-// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
+
+// Scale all spacing/padding/thickness values. Do not scale fonts.
 // Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
 void ImGuiStyle::ScaleAllSizes(float scale_factor)
 {
+    _MainScale *= scale_factor;
     WindowPadding = ImTrunc(WindowPadding * scale_factor);
     WindowRounding = ImTrunc(WindowRounding * scale_factor);
     WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
+    WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor);
     ChildRounding = ImTrunc(ChildRounding * scale_factor);
     PopupRounding = ImTrunc(PopupRounding * scale_factor);
     FramePadding = ImTrunc(FramePadding * scale_factor);
@@ -1376,12 +1504,21 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
     ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
     ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
     ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
+    ScrollbarPadding = ImTrunc(ScrollbarPadding * scale_factor);
     GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
     GrabRounding = ImTrunc(GrabRounding * scale_factor);
     LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
+    ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor);
     TabRounding = ImTrunc(TabRounding * scale_factor);
-    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
+    TabMinWidthBase = ImTrunc(TabMinWidthBase * scale_factor);
+    TabMinWidthShrink = ImTrunc(TabMinWidthShrink * scale_factor);
+    TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected;
+    TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected;
     TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor);
+    TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor);
+    DragDropTargetRounding = ImTrunc(DragDropTargetRounding * scale_factor);
+    DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor);
+    DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor);
     SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
     DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
     DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
@@ -1405,9 +1542,11 @@ ImGuiIO::ImGuiIO()
     UserData = NULL;
 
     Fonts = NULL;
-    FontGlobalScale = 1.0f;
     FontDefault = NULL;
     FontAllowUserScaling = false;
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    FontGlobalScale = 1.0f; // Use style.FontScaleMain instead!
+#endif
     DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
 
     // Keyboard/Gamepad Navigation options
@@ -1437,6 +1576,7 @@ ImGuiIO::ImGuiIO()
     ConfigMemoryCompactTimer = 60.0f;
     ConfigDebugIsDebuggerPresent = false;
     ConfigDebugHighlightIdConflicts = true;
+    ConfigDebugHighlightIdConflictsShowItemPicker = true;
     ConfigDebugBeginReturnValueOnce = false;
     ConfigDebugBeginReturnValueLoop = false;
 
@@ -1521,14 +1661,15 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
     AddInputCharacter((unsigned)cp);
 }
 
-void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+void ImGuiIO::AddInputCharactersUTF8(const char* str)
 {
     if (!AppAcceptingEvents)
         return;
-    while (*utf8_chars != 0)
+    const char* str_end = str + strlen(str);
+    while (*str != 0)
     {
         unsigned int c = 0;
-        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
+        str += ImTextCharFromUtf8(&c, str, str_end);
         AddInputCharacter(c);
     }
 }
@@ -1577,15 +1718,6 @@ void ImGuiIO::ClearInputMouse()
     MouseWheel = MouseWheelH = 0.0f;
 }
 
-// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
-// Current frame character buffer is now also cleared by ClearInputKeys().
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-void ImGuiIO::ClearInputCharacters()
-{
-    InputQueueCharacters.resize(0);
-}
-#endif
-
 static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
 {
     ImGuiContext& g = *ctx;
@@ -1715,7 +1847,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
     // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
     if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
     {
-        // Order of both statements matterns: this event will still release mouse button 1
+        // Order of both statements matters: this event will still release mouse button 1
         mouse_button = 1;
         if (!down)
             MouseCtrlLeftAsRightClick = false;
@@ -1950,21 +2082,27 @@ void ImStrncpy(char* dst, const char* src, size_t count)
     if (count < 1)
         return;
     if (count > 1)
-        strncpy(dst, src, count - 1);
+        strncpy(dst, src, count - 1); // FIXME-OPT: strncpy not only doesn't guarantee 0-termination, it also always writes the whole array
     dst[count - 1] = 0;
 }
 
 char* ImStrdup(const char* str)
 {
-    size_t len = strlen(str);
+    size_t len = ImStrlen(str);
     void* buf = IM_ALLOC(len + 1);
     return (char*)memcpy(buf, (const void*)str, len + 1);
 }
 
+void* ImMemdup(const void* src, size_t size)
+{
+    void* dst = IM_ALLOC(size);
+    return memcpy(dst, src, size);
+}
+
 char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
 {
-    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
-    size_t src_size = strlen(src) + 1;
+    size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1;
+    size_t src_size = ImStrlen(src) + 1;
     if (dst_buf_size < src_size)
     {
         IM_FREE(dst);
@@ -1977,7 +2115,7 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
 
 const char* ImStrchrRange(const char* str, const char* str_end, char c)
 {
-    const char* p = (const char*)memchr(str, (int)c, str_end - str);
+    const char* p = (const char*)ImMemchr(str, (int)c, str_end - str);
     return p;
 }
 
@@ -1992,12 +2130,13 @@ int ImStrlenW(const ImWchar* str)
 // Find end-of-line. Return pointer will point to either first \n, either str_end.
 const char* ImStreolRange(const char* str, const char* str_end)
 {
-    const char* p = (const char*)memchr(str, '\n', str_end - str);
+    const char* p = (const char*)ImMemchr(str, '\n', str_end - str);
     return p ? p : str_end;
 }
 
 const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line
 {
+    IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin));
     while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
         buf_mid_line--;
     return buf_mid_line;
@@ -2006,7 +2145,7 @@ const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find be
 const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
 {
     if (!needle_end)
-        needle_end = needle + strlen(needle);
+        needle_end = needle + ImStrlen(needle);
 
     const char un0 = (char)ImToUpper(*needle);
     while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
@@ -2127,7 +2266,7 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end,
         if (buf == NULL)
             buf = "(null)";
         *out_buf = buf;
-        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
+        if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); }
     }
     else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
     {
@@ -2149,11 +2288,14 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end,
     }
 }
 
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
 // CRC32 needs a 1KB lookup table (not cache friendly)
 // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
 // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
 static const ImU32 GCrc32LookupTable[256] =
 {
+#ifdef IMGUI_USE_LEGACY_CRC32_ADLER
+    // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data.
     0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
     0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
     0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
@@ -2170,7 +2312,27 @@ static const ImU32 GCrc32LookupTable[256] =
     0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
     0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
     0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
+#else
+    // CRC32c table compatible with SSE 4.2 instructions
+    0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24,
+    0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B,
+    0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA,
+    0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595,
+    0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198,
+    0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7,
+    0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46,
+    0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829,
+    0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C,
+    0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033,
+    0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982,
+    0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED,
+    0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0,
+    0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F,
+    0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E,
+    0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351
+#endif
 };
+#endif
 
 // Known size hash
 // It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
@@ -2179,10 +2341,22 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
 {
     ImU32 crc = ~seed;
     const unsigned char* data = (const unsigned char*)data_p;
+    const unsigned char *data_end = (const unsigned char*)data_p + data_size;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
     const ImU32* crc32_lut = GCrc32LookupTable;
-    while (data_size-- != 0)
+    while (data < data_end)
         crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
     return ~crc;
+#else
+    while (data + 4 <= data_end)
+    {
+        crc = _mm_crc32_u32(crc, *(ImU32*)data);
+        data += 4;
+    }
+    while (data < data_end)
+        crc = _mm_crc32_u8(crc, *data++);
+    return ~crc;
+#endif
 }
 
 // Zero-terminated string hash, with support for ### to reset back to seed value
@@ -2196,7 +2370,9 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
     seed = ~seed;
     ImU32 crc = seed;
     const unsigned char* data = (const unsigned char*)data_p;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
     const ImU32* crc32_lut = GCrc32LookupTable;
+#endif
     if (data_size != 0)
     {
         while (data_size-- != 0)
@@ -2204,7 +2380,11 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
             unsigned char c = *data++;
             if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
                 crc = seed;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
             crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+#else
+            crc = _mm_crc32_u8(crc, c);
+#endif
         }
     }
     else
@@ -2213,12 +2393,27 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
         {
             if (c == '#' && data[0] == '#' && data[1] == '#')
                 crc = seed;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
             crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+#else
+            crc = _mm_crc32_u8(crc, c);
+#endif
         }
     }
     return ~crc;
 }
 
+// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+// FIXME-OPT: This is not designed to be optimal. Use with care.
+const char* ImHashSkipUncontributingPrefix(const char* label)
+{
+    const char* result = label;
+    while (unsigned char c = *label++)
+        if (c == '#' && label[0] == '#' && label[1] == '#')
+            result = label - 1;
+    return result;
+}
+
 //-----------------------------------------------------------------------------
 // [SECTION] MISC HELPERS/UTILITIES (File functions)
 //-----------------------------------------------------------------------------
@@ -2228,7 +2423,7 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
 
 ImFileHandle ImFileOpen(const char* filename, const char* mode)
 {
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__)))
     // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
     // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
     const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
@@ -2318,6 +2513,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
     int len = lengths[*(const unsigned char*)in_text >> 3];
     int wanted = len + (len ? 0 : 1);
 
+    // IMPORTANT: if in_text_end == NULL it assume we have enough space!
     if (in_text_end == NULL)
         in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
 
@@ -2340,7 +2536,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
     int e = 0;
     e  = (*out_char < mins[len]) << 6; // non-canonical encoding
     e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
-    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
+    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range we can store in ImWchar (FIXME: May evolve)
     e |= (s[1] & 0xc0) >> 2;
     e |= (s[2] & 0xc0) >> 4;
     e |= (s[3]       ) >> 6;
@@ -2424,11 +2620,11 @@ static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int
     return 0;
 }
 
-const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
+int ImTextCharToUtf8(char out_buf[5], unsigned int c)
 {
     int count = ImTextCharToUtf8_inline(out_buf, 5, c);
     out_buf[count] = 0;
-    return out_buf;
+    return count;
 }
 
 // Not optimal but we very rarely use this function.
@@ -2477,25 +2673,37 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
     return bytes_count;
 }
 
-const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
+const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p)
 {
-    while (in_text_curr > in_text_start)
+    while (in_p > in_text_start)
     {
-        in_text_curr--;
-        if ((*in_text_curr & 0xC0) != 0x80)
-            return in_text_curr;
+        in_p--;
+        if ((*in_p & 0xC0) != 0x80)
+            return in_p;
     }
     return in_text_start;
 }
 
+const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p)
+{
+    if (in_text_start == in_p)
+        return in_text_start;
+    const char* prev = ImTextFindPreviousUtf8Codepoint(in_text_start, in_p);
+    unsigned int prev_c;
+    int prev_c_len = ImTextCharFromUtf8(&prev_c, prev, in_text_end);
+    if (prev_c != IM_UNICODE_CODEPOINT_INVALID && prev_c_len <= (int)(in_p - prev))
+        return in_p;
+    return prev;
+}
+
 int ImTextCountLines(const char* in_text, const char* in_text_end)
 {
     if (in_text_end == NULL)
-        in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
+        in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
     int count = 0;
     while (in_text < in_text_end)
     {
-        const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text);
+        const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text);
         in_text = line_end ? line_end + 1 : in_text_end;
         count++;
     }
@@ -2776,7 +2984,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRa
 void ImGuiTextFilter::Build()
 {
     Filters.resize(0);
-    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
+    ImGuiTextRange input_range(InputBuf, InputBuf + ImStrlen(InputBuf));
     input_range.split(',', &Filters);
 
     CountGrep = 0;
@@ -2844,7 +3052,7 @@ char ImGuiTextBuffer::EmptyString[1] = { 0 };
 
 void ImGuiTextBuffer::append(const char* str, const char* str_end)
 {
-    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
+    int len = str_end ? (int)(str_end - str) : (int)ImStrlen(str);
 
     // Add zero-terminator the first time
     const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
@@ -2895,19 +3103,21 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
     va_end(args_copy);
 }
 
+IM_MSVC_RUNTIME_CHECKS_OFF
 void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
 {
     IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
     if (old_size == new_size)
         return;
     if (EndOffset == 0 || base[EndOffset - 1] == '\n')
-        LineOffsets.push_back(EndOffset);
+        Offsets.push_back(EndOffset);
     const char* base_end = base + new_size;
-    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
+    for (const char* p = base + old_size; (p = (const char*)ImMemchr(p, '\n', base_end - p)) != 0; )
         if (++p < base_end) // Don't push a trailing offset on last \n
-            LineOffsets.push_back((int)(intptr_t)(p - base));
+            Offsets.push_back((int)(intptr_t)(p - base));
     EndOffset = ImMax(EndOffset, new_size);
 }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
 
 //-----------------------------------------------------------------------------
 // [SECTION] ImGuiListClipper
@@ -2945,7 +3155,7 @@ static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>&
     }
 }
 
-static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
+static void ImGuiListClipper_SeekCursorAndSetupPrevLine(ImGuiListClipper* clipper, float pos_y, float line_height)
 {
     // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
     // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
@@ -2963,10 +3173,13 @@ static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_
     {
         if (table->IsInsideRow)
             ImGui::TableEndRow(table);
-        table->RowPosY2 = window->DC.CursorPos.y;
         const int row_increase = (int)((off_y / line_height) + 0.5f);
-        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
-        table->RowBgColorCounter += row_increase;
+        if (row_increase > 0 && (clipper->Flags & ImGuiListClipperFlags_NoSetTableRowCounters) == 0) // If your clipper item height is != from actual table row height, consider using ImGuiListClipperFlags_NoSetTableRowCounters. See #8886.
+        {
+            table->CurrentRow += row_increase;
+            table->RowBgColorCounter += row_increase;
+        }
+        table->RowPosY2 = window->DC.CursorPos.y;
     }
 }
 
@@ -3049,7 +3262,7 @@ void ImGuiListClipper::SeekCursorForItem(int item_n)
     // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight).
     // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done.
     float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight);
-    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight);
+    ImGuiListClipper_SeekCursorAndSetupPrevLine(this, pos_y, ItemsHeight);
 }
 
 static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
@@ -3102,10 +3315,17 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
         if (table)
             IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
 
-        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
-        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
+        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
         if (affected_by_floating_point_precision)
+        {
+            // Mitigation/hack for very large range: assume last time height constitute line height.
             clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
+            window->DC.CursorPos.y = (float)(clipper->StartPosY + clipper->ItemsHeight);
+        }
+        else
+        {
+            clipper->ItemsHeight = (float)(window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
+        }
         if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode.
             return false;
         IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
@@ -3128,8 +3348,13 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
         {
             // Add range selected to be included for navigation
             const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
+            const int nav_off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
+            const int nav_off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
             if (is_nav_request)
-                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
+            {
+                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, nav_off_min, nav_off_max));
+                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, nav_off_min, nav_off_max));
+            }
             if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
                 data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
 
@@ -3138,7 +3363,6 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
             if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
                 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
 
-            // Add visible range
             float min_y = window->ClipRect.Min.y;
             float max_y = window->ClipRect.Max.y;
 
@@ -3157,9 +3381,8 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
                     data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0));
             }
 
-            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
-            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
-            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max));
+            // Add main visible range
+            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, nav_off_min, nav_off_max));
         }
 
         // Convert position ranges to item index ranges
@@ -3183,11 +3406,11 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
     {
         clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
         clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
-        if (clipper->DisplayStart > already_submitted) //-V1051
-            clipper->SeekCursorForItem(clipper->DisplayStart);
         data->StepNo++;
-        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
+        if (clipper->DisplayStart >= clipper->DisplayEnd)
             continue;
+        if (clipper->DisplayStart > already_submitted)
+            clipper->SeekCursorForItem(clipper->DisplayStart);
         return true;
     }
 
@@ -3204,7 +3427,7 @@ bool ImGuiListClipper::Step()
     ImGuiContext& g = *Ctx;
     bool need_items_height = (ItemsHeight <= 0.0f);
     bool ret = ImGuiListClipper_StepInternal(this);
-    if (ret && (DisplayStart == DisplayEnd))
+    if (ret && (DisplayStart >= DisplayEnd))
         ret = false;
     if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
         IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
@@ -3222,6 +3445,13 @@ bool ImGuiListClipper::Step()
     return ret;
 }
 
+// Generic helper, equivalent to old ImGui::CalcListClipping() but statelesss
+void ImGui::CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end)
+{
+    *out_visible_start = ImMax((int)((clip_rect.Min.y - pos.y) / items_height), 0);
+    *out_visible_end = ImMax((int)ImCeil((clip_rect.Max.y - pos.y) / items_height), *out_visible_start);
+}
+
 //-----------------------------------------------------------------------------
 // [SECTION] STYLING
 //-----------------------------------------------------------------------------
@@ -3305,55 +3535,61 @@ void ImGui::PopStyleColor(int count)
     }
 }
 
-static const ImGuiDataVarInfo GStyleVarInfo[] =
-{
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                     // ImGuiStyleVar_Alpha
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },             // ImGuiStyleVar_DisabledAlpha
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },             // ImGuiStyleVar_WindowPadding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },            // ImGuiStyleVar_WindowRounding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },          // ImGuiStyleVar_WindowBorderSize
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },             // ImGuiStyleVar_WindowMinSize
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },          // ImGuiStyleVar_WindowTitleAlign
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },             // ImGuiStyleVar_ChildRounding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },           // ImGuiStyleVar_ChildBorderSize
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },             // ImGuiStyleVar_PopupRounding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },           // ImGuiStyleVar_PopupBorderSize
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },              // ImGuiStyleVar_FramePadding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },             // ImGuiStyleVar_FrameRounding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },           // ImGuiStyleVar_FrameBorderSize
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },               // ImGuiStyleVar_ItemSpacing
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },          // ImGuiStyleVar_ItemInnerSpacing
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },             // ImGuiStyleVar_IndentSpacing
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },               // ImGuiStyleVar_CellPadding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },             // ImGuiStyleVar_ScrollbarSize
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },         // ImGuiStyleVar_ScrollbarRounding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },               // ImGuiStyleVar_GrabMinSize
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },              // ImGuiStyleVar_GrabRounding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },               // ImGuiStyleVar_TabRounding
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) },             // ImGuiStyleVar_TabBorderSize
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },          // ImGuiStyleVar_TabBarBorderSize
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) },        // ImGuiStyleVar_TabBarOverlineSize
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)},    // ImGuiStyleVar_TableAngledHeadersAngle
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },           // ImGuiStyleVar_ButtonTextAlign
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },       // ImGuiStyleVar_SelectableTextAlign
-    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)},    // ImGuiStyleVar_SeparatorTextBorderSize
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },        // ImGuiStyleVar_SeparatorTextAlign
-    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },      // ImGuiStyleVar_SeparatorTextPadding
+static const ImGuiStyleVarInfo GStyleVarsInfo[] =
+{
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) },                     // ImGuiStyleVar_Alpha
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },             // ImGuiStyleVar_DisabledAlpha
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) },             // ImGuiStyleVar_WindowPadding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) },            // ImGuiStyleVar_WindowRounding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },          // ImGuiStyleVar_WindowBorderSize
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },             // ImGuiStyleVar_WindowMinSize
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },          // ImGuiStyleVar_WindowTitleAlign
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) },             // ImGuiStyleVar_ChildRounding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },           // ImGuiStyleVar_ChildBorderSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) },             // ImGuiStyleVar_PopupRounding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },           // ImGuiStyleVar_PopupBorderSize
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) },              // ImGuiStyleVar_FramePadding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) },             // ImGuiStyleVar_FrameRounding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },           // ImGuiStyleVar_FrameBorderSize
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },               // ImGuiStyleVar_ItemSpacing
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },          // ImGuiStyleVar_ItemInnerSpacing
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },             // ImGuiStyleVar_IndentSpacing
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) },               // ImGuiStyleVar_CellPadding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },             // ImGuiStyleVar_ScrollbarSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },         // ImGuiStyleVar_ScrollbarRounding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarPadding) },          // ImGuiStyleVar_ScrollbarPadding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },               // ImGuiStyleVar_GrabMinSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) },              // ImGuiStyleVar_GrabRounding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) },           // ImGuiStyleVar_ImageBorderSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) },               // ImGuiStyleVar_TabRounding
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) },             // ImGuiStyleVar_TabBorderSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthBase) },           // ImGuiStyleVar_TabMinWidthBase
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthShrink) },         // ImGuiStyleVar_TabMinWidthShrink
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },          // ImGuiStyleVar_TabBarBorderSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) },        // ImGuiStyleVar_TabBarOverlineSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)},    // ImGuiStyleVar_TableAngledHeadersAngle
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)},              // ImGuiStyleVar_TreeLinesSize
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)},          // ImGuiStyleVar_TreeLinesRounding
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },           // ImGuiStyleVar_ButtonTextAlign
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },       // ImGuiStyleVar_SelectableTextAlign
+    { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)},    // ImGuiStyleVar_SeparatorTextBorderSize
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },        // ImGuiStyleVar_SeparatorTextAlign
+    { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },      // ImGuiStyleVar_SeparatorTextPadding
 };
 
-const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
+const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
 {
     IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
-    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
-    return &GStyleVarInfo[idx];
+    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarsInfo) == ImGuiStyleVar_COUNT);
+    return &GStyleVarsInfo[idx];
 }
 
 void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
 {
     ImGuiContext& g = *GImGui;
-    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
-    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1)
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 1)
     {
         IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
         return;
@@ -3366,8 +3602,8 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
 void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
 {
     ImGuiContext& g = *GImGui;
-    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
-    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
     {
         IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
         return;
@@ -3380,8 +3616,8 @@ void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
 void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
 {
     ImGuiContext& g = *GImGui;
-    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
-    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
     {
         IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
         return;
@@ -3394,8 +3630,8 @@ void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
 void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
 {
     ImGuiContext& g = *GImGui;
-    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
-    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
     {
         IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
         return;
@@ -3417,10 +3653,10 @@ void ImGui::PopStyleVar(int count)
     {
         // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
         ImGuiStyleMod& backup = g.StyleVarStack.back();
-        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
-        void* data = info->GetVarPtr(&g.Style);
-        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
-        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
+        const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx);
+        void* data = var_info->GetVarPtr(&g.Style);
+        if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
+        else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
         g.StyleVarStack.pop_back();
         count--;
     }
@@ -3464,6 +3700,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
     case ImGuiCol_ResizeGrip: return "ResizeGrip";
     case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
     case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+    case ImGuiCol_InputTextCursor: return "InputTextCursor";
     case ImGuiCol_TabHovered: return "TabHovered";
     case ImGuiCol_Tab: return "Tab";
     case ImGuiCol_TabSelected: return "TabSelected";
@@ -3482,7 +3719,10 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
     case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
     case ImGuiCol_TextLink: return "TextLink";
     case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+    case ImGuiCol_TreeLines: return "TreeLines";
     case ImGuiCol_DragDropTarget: return "DragDropTarget";
+    case ImGuiCol_DragDropTargetBg: return "DragDropTargetBg";
+    case ImGuiCol_UnsavedMarker: return "UnsavedMarker";
     case ImGuiCol_NavCursor: return "NavCursor";
     case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
     case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
@@ -3492,7 +3732,6 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
     return "Unknown";
 }
 
-
 //-----------------------------------------------------------------------------
 // [SECTION] RENDER HELPERS
 // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
@@ -3527,7 +3766,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool
     else
     {
         if (!text_end)
-            text_end = text + strlen(text); // FIXME-OPT
+            text_end = text + ImStrlen(text); // FIXME-OPT
         text_display_end = text_end;
     }
 
@@ -3545,7 +3784,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
     ImGuiWindow* window = g.CurrentWindow;
 
     if (!text_end)
-        text_end = text + strlen(text); // FIXME-OPT
+        text_end = text + ImStrlen(text); // FIXME-OPT
 
     if (text != text_end)
     {
@@ -3557,7 +3796,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
 
 // Default clip_rect uses (pos_min,pos_max)
 // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
-// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
+// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList.
 // Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
 // better advantage of the render function taking size into account for coarse clipping.
 void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
@@ -3604,18 +3843,19 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons
 }
 
 // Another overly complex function until we reorganize everything into a nice all-in-one helper.
-// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
+// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it.
 // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
-void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
+// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceding 'float ellipsis_max' and was the same value for 99% of users.
+void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
 {
     ImGuiContext& g = *GImGui;
     if (text_end_full == NULL)
         text_end_full = FindRenderedTextEnd(text);
     const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
 
-    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
-    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
-    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
+    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255));
+    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255));
+
     // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
     if (text_size.x > pos_max.x - pos_min.x)
     {
@@ -3628,17 +3868,12 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
         const float font_size = draw_list->_Data->FontSize;
         const float font_scale = draw_list->_Data->FontScale;
         const char* text_end_ellipsis = NULL;
-        const float ellipsis_width = font->EllipsisWidth * font_scale;
+        ImFontBaked* baked = font->GetFontBaked(font_size);
+        const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale;
 
         // We can now claim the space between pos_max.x and ellipsis_max.x
         const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
         float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
-        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
-        {
-            // Always display at least 1 character if there's no room for character + ellipsis
-            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
-            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
-        }
         while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
         {
             // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
@@ -3647,15 +3882,14 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
         }
 
         // Render text, render ellipsis
-        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
+        RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
+        ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y);
         ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
-        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
-            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
-                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
+        font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect);
     }
     else
     {
-        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
+        RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
     }
 
     if (g.LogEnabled)
@@ -3727,25 +3961,32 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
     ImGuiContext& g = *GImGui;
     if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values.
         mouse_cursor = ImGuiMouseCursor_Arrow;
-    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
+    ImFontAtlas* font_atlas = g.DrawListSharedData.FontAtlas;
     for (ImGuiViewportP* viewport : g.Viewports)
     {
         // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
         ImVec2 offset, size, uv[4];
-        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
+        if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2]))
             continue;
         const ImVec2 pos = base_pos - offset;
         const float scale = base_scale;
         if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
             continue;
         ImDrawList* draw_list = GetForegroundDrawList(viewport);
-        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) + size) * scale, uv[2], uv[3], col_shadow);
-        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + 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();
+        ImTextureRef tex_ref = font_atlas->TexRef;
+        draw_list->PushTexture(tex_ref);
+        draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
+        draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
+        draw_list->AddImage(tex_ref, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
+        draw_list->AddImage(tex_ref, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
+        if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress)
+        {
+            float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI);
+            float a_max = a_min + IM_PI * 1.65f;
+            draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max);
+            draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale);
+        }
+        draw_list->PopTexture();
     }
 }
 
@@ -3827,23 +4068,28 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     InputTextState.Ctx = this;
 
     Initialized = false;
-    FontAtlasOwnedByContext = shared_font_atlas ? false : true;
-    Font = NULL;
-    FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f;
-    IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
-    Time = 0.0f;
+    WithinFrameScope = WithinFrameScopeWithImplicitWindow = false;
+    TestEngineHookItems = false;
     FrameCount = 0;
     FrameCountEnded = FrameCountRendered = -1;
-    WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
-    GcCompactAll = false;
-    TestEngineHookItems = false;
-    TestEngine = NULL;
+    Time = 0.0f;
     memset(ContextName, 0, sizeof(ContextName));
 
+    Font = NULL;
+    FontBaked = NULL;
+    FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f;
+    FontRasterizerDensity = 1.0f;
+    IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
+    if (shared_font_atlas == NULL)
+        IO.Fonts->OwnerContext = this;
+    WithinEndChildID = 0;
+    TestEngine = NULL;
+
     InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
     InputEventsNextEventId = 1;
 
     WindowsActiveCount = 0;
+    WindowsBorderHoverPadding = 0.0f;
     CurrentWindow = NULL;
     HoveredWindow = NULL;
     HoveredWindowUnderMovingWindow = NULL;
@@ -3853,8 +4099,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
     WheelingWindowReleaseTimer = 0.0f;
 
-    DebugDrawIdConflicts = 0;
-    DebugHookIdInfo = 0;
+    DebugDrawIdConflictsId = 0;
+    DebugHookIdInfoId = 0;
     HoveredId = HoveredIdPreviousFrame = 0;
     HoveredIdPreviousFrameItemCount = 0;
     HoveredIdAllowOverlap = false;
@@ -3872,13 +4118,13 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     ActiveIdHasBeenEditedThisFrame = false;
     ActiveIdFromShortcut = false;
     ActiveIdClickOffset = ImVec2(-1, -1);
-    ActiveIdWindow = NULL;
     ActiveIdSource = ImGuiInputSource_None;
+    ActiveIdWindow = NULL;
     ActiveIdMouseButton = -1;
+    ActiveIdDisabledId = 0;
     ActiveIdPreviousFrame = 0;
-    ActiveIdPreviousFrameIsAlive = false;
-    ActiveIdPreviousFrameHasBeenEditedBefore = false;
-    ActiveIdPreviousFrameWindow = NULL;
+    memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData));
+    memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation));
     LastActiveId = 0;
     LastActiveIdTimer = 0.0f;
 
@@ -3890,6 +4136,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     CurrentFocusScopeId = 0;
     CurrentItemFlags = ImGuiItemFlags_None;
     DebugShowGroupRects = false;
+    GcCompactAll = false;
 
     NavCursorVisible = false;
     NavHighlightItemUnderNav = false;
@@ -3928,9 +4175,11 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
 
     // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
     // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
+    ConfigNavWindowingWithGamepad = true;
     ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
     ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
     NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
+    NavWindowingInputSource = ImGuiInputSource_None;
     NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
     NavWindowingToggleLayer = false;
     NavWindowingToggleKey = ImGuiKey_None;
@@ -3942,7 +4191,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     DragDropSourceFrameCount = -1;
     DragDropMouseButton = -1;
     DragDropTargetId = 0;
-    DragDropAcceptFlags = ImGuiDragDropFlags_None;
+    DragDropTargetFullViewport = 0;
+    DragDropAcceptFlagsCurr = DragDropAcceptFlagsPrev = ImGuiDragDropFlags_None;
     DragDropAcceptIdCurrRectSurface = 0.0f;
     DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
     DragDropAcceptFrameCount = -1;
@@ -3963,6 +4213,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     MouseCursor = ImGuiMouseCursor_Arrow;
     MouseStationaryTimer = 0.0f;
 
+    InputTextPasswordFontBackupFlags = ImFontFlags_None;
     TempInputId = 0;
     memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
     BeginMenuDepth = BeginComboDepth = 0;
@@ -3994,12 +4245,12 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     memset(LocalizationTable, 0, sizeof(LocalizationTable));
 
     LogEnabled = false;
+    LogLineFirstItem = false;
     LogFlags = ImGuiLogFlags_None;
     LogWindow = NULL;
     LogNextPrefix = LogNextSuffix = NULL;
     LogFile = NULL;
     LogLinePosY = FLT_MAX;
-    LogLineFirstItem = false;
     LogDepthRef = 0;
     LogDepthToExpand = LogDepthToExpandDefault = 2;
 
@@ -4037,6 +4288,11 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     memset(TempKeychordName, 0, sizeof(TempKeychordName));
 }
 
+ImGuiContext::~ImGuiContext()
+{
+    IM_ASSERT(Initialized == false && "Forgot to call DestroyContext()?");
+}
+
 void ImGui::Initialize()
 {
     ImGuiContext& g = *GImGui;
@@ -4082,6 +4338,18 @@ void ImGui::Initialize()
 #ifdef IMGUI_HAS_DOCK
 #endif
 
+    // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow.
+    // DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED.
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+    DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
+#endif
+
+    // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context.
+    // But this link allows us to facilitate/handle a few edge cases better.
+    ImFontAtlas* atlas = g.IO.Fonts;
+    g.DrawListSharedData.Context = &g;
+    RegisterFontAtlas(atlas);
+
     g.Initialized = true;
 }
 
@@ -4093,12 +4361,15 @@ void ImGui::Shutdown()
     IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
 
     // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
-    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
+    for (ImFontAtlas* atlas : g.FontAtlases)
     {
-        g.IO.Fonts->Locked = false;
-        IM_DELETE(g.IO.Fonts);
+        UnregisterFontAtlas(atlas);
+        if (atlas->RefCount == 0)
+        {
+            atlas->Locked = false;
+            IM_DELETE(atlas);
+        }
     }
-    g.IO.Fonts = NULL;
     g.DrawListSharedData.TempBuffer.clear();
 
     // Cleanup of other data are conditional on actually having initialized Dear ImGui.
@@ -4120,7 +4391,7 @@ void ImGui::Shutdown()
     g.WindowsById.Clear();
     g.NavWindow = NULL;
     g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
-    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
+    g.ActiveIdWindow = NULL;
     g.MovingWindow = NULL;
 
     g.KeysRoutingTable.Clear();
@@ -4150,6 +4421,7 @@ void ImGui::Shutdown()
     g.ClipboardHandlerData.clear();
     g.MenusIdSubmittedThisFrame.clear();
     g.InputTextState.ClearFreeMemory();
+    g.InputTextLineIndex.clear();
     g.InputTextDeactivatedState.ClearFreeMemory();
 
     g.SettingsWindows.clear();
@@ -4200,7 +4472,6 @@ void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
             hook.Callback(&g, &hook);
 }
 
-
 //-----------------------------------------------------------------------------
 // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
 //-----------------------------------------------------------------------------
@@ -4211,23 +4482,24 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
     memset(this, 0, sizeof(*this));
     Ctx = ctx;
     Name = ImStrdup(name);
-    NameBufLen = (int)strlen(name) + 1;
+    NameBufLen = (int)ImStrlen(name) + 1;
     ID = ImHashStr(name);
     IDStack.push_back(ID);
     MoveId = GetID("#MOVE");
     ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
     ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
-    AutoFitFramesX = AutoFitFramesY = -1;
     AutoPosLastDirection = ImGuiDir_None;
+    AutoFitFramesX = AutoFitFramesY = -1;
     SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0;
     SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
     LastFrameActive = -1;
     LastTimeActive = -1.0f;
-    FontWindowScale = 1.0f;
+    FontRefSize = 0.0f;
+    FontWindowScale = FontWindowScaleParents = 1.0f;
     SettingsOffset = -1;
     DrawList = &DrawListInst;
-    DrawList->_Data = &Ctx->DrawListSharedData;
     DrawList->_OwnerName = Name;
+    DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData);
     NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
 }
 
@@ -4247,8 +4519,15 @@ static void SetCurrentWindow(ImGuiWindow* window)
     g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking
     if (window)
     {
-        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
-        g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize;
+        bool backup_skip_items = window->SkipItems;
+        window->SkipItems = false;
+        if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+        {
+            ImGuiViewport* viewport = window->Viewport;
+            g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity()
+        }
+        ImGui::UpdateCurrentFontSize(0.0f);
+        window->SkipItems = backup_skip_items;
         ImGui::NavUpdateCurrentWindowIsScrollPushableX();
     }
 }
@@ -4258,9 +4537,12 @@ void ImGui::GcCompactTransientMiscBuffers()
     ImGuiContext& g = *GImGui;
     g.ItemFlagsStack.clear();
     g.GroupStack.clear();
+    g.InputTextLineIndex.clear();
     g.MultiSelectTempDataStacked = 0;
     g.MultiSelectTempData.clear_destruct();
     TableGcCompactSettings();
+    for (ImFontAtlas* atlas : g.FontAtlases)
+        atlas->CompactCache();
 }
 
 // Free up/compact internal window buffers, we can use this when a window becomes unused.
@@ -4296,20 +4578,27 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
     // Clear previous active id
     if (g.ActiveId != 0)
     {
+        // Store deactivate data
+        ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData;
+        deactivated_data->ID = g.ActiveId;
+        deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData?
+        deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
+        deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId);
+
+        // This could be written in a more general way (e.g associate a hook to ActiveId),
+        // but since this is currently quite an exception we'll leave it as is.
+        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID()
+        if (g.InputTextState.ID == g.ActiveId)
+            InputTextDeactivateHook(g.ActiveId);
+
         // While most behaved code would make an effort to not steal active id during window move/drag operations,
         // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
         // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
         if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
         {
             IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
-            g.MovingWindow = NULL;
+            StopMouseMovingWindow();
         }
-
-        // This could be written in a more general way (e.g associate a hook to ActiveId),
-        // but since this is currently quite an exception we'll leave it as is.
-        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
-        if (g.InputTextState.ID == g.ActiveId)
-            InputTextDeactivateHook(g.ActiveId);
     }
 
     // Set active id
@@ -4333,6 +4622,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
     g.ActiveIdWindow = window;
     g.ActiveIdHasBeenEditedThisFrame = false;
     g.ActiveIdFromShortcut = false;
+    g.ActiveIdDisabledId = 0;
     if (id)
     {
         g.ActiveIdIsAlive = id;
@@ -4375,13 +4665,17 @@ void ImGui::MarkItemEdited(ImGuiID id)
         return;
     if (g.ActiveId == id || g.ActiveId == 0)
     {
+        // FIXME: Can't we fully rely on LastItemData yet?
         g.ActiveIdHasBeenEditedThisFrame = true;
         g.ActiveIdHasBeenEditedBefore = true;
+        if (g.DeactivatedItemData.ID == id)
+            g.DeactivatedItemData.HasBeenEditedBefore = true;
     }
 
     // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
     // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
-    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive));
+    // FIXME: This assert is getting a bit meaningless over time. It helped detect some unusual use cases but eventually it is becoming an unnecessary restriction.
+    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || g.NavJustMovedToId || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive));
 
     //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
     g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
@@ -4473,8 +4767,17 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
         const ImGuiID id = g.LastItemData.ID;
         if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
             if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
-                if (g.ActiveId != window->MoveId)
+            {
+                // When ActiveId == MoveId it means that either:
+                // - (1) user clicked on void _or_ an item with no id, which triggers moving window (ActiveId is set even when window has _NoMove flag)
+                //   - the (id == 0) test handles it, however, IsItemHovered() will leak between id==0 items (mostly visible when using _NoMove). // FIXME: May be fixed.
+                // - (2) user clicked a disabled item. UpdateMouseMovingWindowEndFrame() uses ActiveId == MoveId to avoid interference with item logic + sets ActiveIdDisabledId.
+                bool cancel_is_hovered = true;
+                if (g.ActiveId == window->MoveId && (id == 0 || g.ActiveIdDisabledId == id))
+                    cancel_is_hovered = false;
+                if (cancel_is_hovered)
                     return false;
+            }
 
         // Test if interactions on this window are blocked by an active popup or modal.
         // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
@@ -4521,7 +4824,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
     return true;
 }
 
-// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
+// Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK.
+// Returns whether the item was hovered, logic differs slightly from IsItemHovered().
 // (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
 // FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
 // If you used this in your legacy/custom widgets code:
@@ -4533,11 +4837,12 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
     ImGuiWindow* window = g.CurrentWindow;
 
     // Detect ID conflicts
+    // (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever)
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0)
     {
         g.HoveredIdPreviousFrameItemCount++;
-        if (g.DebugDrawIdConflicts == id)
+        if (g.DebugDrawIdConflictsId == id)
             window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
     }
 #endif
@@ -4553,7 +4858,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
         if (!g.ActiveIdFromShortcut)
             return false;
 
-    // Done with rectangle culling so we can perform heavier checks now.
+    // We are done with rectangle culling so we can perform heavier checks now.
     if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
     {
         g.HoveredIdIsDisabled = true;
@@ -4631,15 +4936,27 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
 
 // This is also inlined in ItemAdd()
 // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
-void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
+void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect)
 {
     ImGuiContext& g = *GImGui;
     g.LastItemData.ID = item_id;
-    g.LastItemData.ItemFlags = in_flags;
-    g.LastItemData.StatusFlags = item_flags;
+    g.LastItemData.ItemFlags = item_flags;
+    g.LastItemData.StatusFlags = status_flags;
     g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
 }
 
+static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
+{
+    ImGuiContext& g = *GImGui;
+    SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect);
+}
+
+static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect)
+{
+    ImGuiContext& g = *GImGui;
+    SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect);
+}
+
 float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
 {
     if (wrap_pos_x < 0.0f)
@@ -4700,15 +5017,15 @@ void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr
     }
     if (size != (size_t)-1)
     {
+        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr);
         entry->AllocCount++;
         info->TotalAllocCount++;
-        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
     }
     else
     {
+        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
         entry->FreeCount++;
         info->TotalFreeCount++;
-        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
     }
 }
 
@@ -4737,7 +5054,7 @@ ImGuiIO& ImGui::GetIO()
 }
 
 // This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
-ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx)
+ImGuiIO& ImGui::GetIO(ImGuiContext* ctx)
 {
     IM_ASSERT(ctx != NULL);
     return ctx->IO;
@@ -4749,6 +5066,13 @@ ImGuiPlatformIO& ImGui::GetPlatformIO()
     return GImGui->PlatformIO;
 }
 
+// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
+ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx)
+{
+    IM_ASSERT(ctx != NULL);
+    return ctx->PlatformIO;
+}
+
 // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
 ImDrawData* ImGui::GetDrawData()
 {
@@ -4784,7 +5108,7 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw
     if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
     {
         draw_list->_ResetForNewFrame();
-        draw_list->PushTextureID(g.IO.Fonts->TexID);
+        draw_list->PushTexture(g.IO.Fonts->TexRef);
         draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
         viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
     }
@@ -4839,9 +5163,22 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
         g.MovingWindow = window;
 }
 
+// This is not 100% symetric with StartMouseMovingWindow().
+// We do NOT clear ActiveID, because:
+// - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired.
+// - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item).
+void ImGui::StopMouseMovingWindow()
+{
+    ImGuiContext& g = *GImGui;
+
+    // [nb: docking branch has more stuff in this function]
+
+    g.MovingWindow = NULL;
+}
+
 // Handle mouse moving window
-// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
-// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
+// Note: moving window with the navigation keys (Square + d-pad / Ctrl+Tab + Arrows) are processed in NavUpdateWindowing()
+// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId.
 // This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
 // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
 void ImGui::UpdateMouseMovingWindowNewFrame()
@@ -4862,7 +5199,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
         }
         else
         {
-            g.MovingWindow = NULL;
+            StopMouseMovingWindow();
             ClearActiveID();
         }
     }
@@ -4891,31 +5228,39 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
     if (g.NavWindow && g.NavWindow->Appearing)
         return;
 
+    ImGuiWindow* hovered_window = g.HoveredWindow;
+
     // Click on empty space to focus window and start moving
     // (after we're done with all our widgets)
     if (g.IO.MouseClicked[0])
     {
         // Handle the edge case of a popup being closed while clicking in its empty space.
         // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
-        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
-        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
+        ImGuiWindow* hovered_root = hovered_window ? hovered_window->RootWindow : NULL;
+        const bool is_closed_popup = hovered_root && (hovered_root->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(hovered_root->PopupId, ImGuiPopupFlags_AnyPopupLevel);
 
-        if (root_window != NULL && !is_closed_popup)
+        if (hovered_window != NULL && !is_closed_popup)
         {
-            StartMouseMovingWindow(g.HoveredWindow); //-V595
+            StartMouseMovingWindow(hovered_window); //-V595
+
+            // FIXME: In principle we might be able to call StopMouseMovingWindow() below.
+            // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symetrical, at the later doesn't clear ActiveId.
 
             // Cancel moving if clicked outside of title bar
-            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
-                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
-                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+            if ((hovered_window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0) // set by io.ConfigWindowsMoveFromTitleBarOnly
+                if (!(hovered_root->Flags & ImGuiWindowFlags_NoTitleBar))
+                    if (!hovered_root->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
                         g.MovingWindow = NULL;
 
             // Cancel moving if clicked over an item which was disabled or inhibited by popups
-            // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already)
+            // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)
             if (g.HoveredIdIsDisabled)
+            {
                 g.MovingWindow = NULL;
+                g.ActiveIdDisabledId = g.HoveredId;
+            }
         }
-        else if (root_window == NULL && g.NavWindow != NULL)
+        else if (hovered_window == NULL && g.NavWindow != NULL)
         {
             // Clicking on void disable focus
             FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
@@ -4930,8 +5275,8 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
         // Find the top-most window between HoveredWindow and the top-most Modal Window.
         // This is where we can trim the popup stack.
         ImGuiWindow* modal = GetTopMostPopupModal();
-        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
-        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
+        bool hovered_window_above_modal = hovered_window && (modal == NULL || IsWindowAbove(hovered_window, modal));
+        ClosePopupsOverWindow(hovered_window_above_modal ? hovered_window : modal, true);
     }
 }
 
@@ -4941,21 +5286,21 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
 }
 
 // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
-void ImGui::UpdateHoveredWindowAndCaptureFlags()
+void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
 {
     ImGuiContext& g = *GImGui;
     ImGuiIO& io = g.IO;
 
     // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING
     // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow.
-    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
+    g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding);
 
     // Find the window hovered by mouse:
     // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
     // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
     // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
     bool clear_hovered_windows = false;
-    FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
+    FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
     g.HoveredWindowBeforeClear = g.HoveredWindow;
 
     // Modal windows prevents mouse from hovering behind them.
@@ -5025,7 +5370,8 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
     io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
 }
 
-// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data.
+// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data.
+// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
 static void SetupDrawListSharedData()
 {
     ImGuiContext& g = *GImGui;
@@ -5044,6 +5390,7 @@ static void SetupDrawListSharedData()
         g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
     if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
         g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
+    g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments.
 }
 
 void ImGui::NewFrame()
@@ -5066,7 +5413,6 @@ void ImGui::NewFrame()
     UpdateSettings();
 
     g.Time += g.IO.DeltaTime;
-    g.WithinFrameScope = true;
     g.FrameCount += 1;
     g.TooltipOverrideCount = 0;
     g.WindowsActiveCount = 0;
@@ -5086,11 +5432,14 @@ void ImGui::NewFrame()
     // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
     UpdateViewportsNewFrame();
 
+    // Update texture list (collect destroyed textures, etc.)
+    UpdateTexturesNewFrame();
+
     // Setup current font and draw list shared data
-    g.IO.Fonts->Locked = true;
     SetupDrawListSharedData();
-    SetCurrentFont(GetDefaultFont());
-    IM_ASSERT(g.Font->IsLoaded());
+    UpdateFontsNewFrame();
+
+    g.WithinFrameScope = true;
 
     // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
     for (ImGuiViewportP* viewport : g.Viewports)
@@ -5101,10 +5450,10 @@ void ImGui::NewFrame()
         KeepAliveID(g.DragDropPayload.SourceId);
 
     // [DEBUG]
-    if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL
-        g.DebugDrawIdConflicts = 0;
+    if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding Ctrl
+        g.DebugDrawIdConflictsId = 0;
     if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1)
-        g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame;
+        g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame;
 
     // Update HoveredId data
     if (!g.HoveredIdPreviousFrame)
@@ -5135,11 +5484,8 @@ void ImGui::NewFrame()
         g.ActiveIdTimer += g.IO.DeltaTime;
     g.LastActiveIdTimer += g.IO.DeltaTime;
     g.ActiveIdPreviousFrame = g.ActiveId;
-    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
-    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
     g.ActiveIdIsAlive = 0;
     g.ActiveIdHasBeenEditedThisFrame = false;
-    g.ActiveIdPreviousFrameIsAlive = false;
     g.ActiveIdIsJustActivated = false;
     if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
         g.TempInputId = 0;
@@ -5148,6 +5494,9 @@ void ImGui::NewFrame()
         g.ActiveIdUsingNavDirMask = 0x00;
         g.ActiveIdUsingAllKeyboardKeys = false;
     }
+    if (g.DeactivatedItemData.ElapseFrame < g.FrameCount)
+        g.DeactivatedItemData.ID = 0;
+    g.DeactivatedItemData.IsAlive = false;
 
     // Record when we have been stationary as this state is preserved while over same item.
     // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
@@ -5178,15 +5527,6 @@ void ImGui::NewFrame()
             g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
     }
 
-    // Drag and drop
-    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
-    g.DragDropAcceptIdCurr = 0;
-    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
-    g.DragDropWithinSource = false;
-    g.DragDropWithinTarget = false;
-    g.DragDropHoldJustPressedId = 0;
-    g.TooltipPreviousWindow = NULL;
-
     // Close popups on focus lost (currently wip/opt-in)
     //if (g.IO.AppFocusLost)
     //    ClosePopupsExceptModals();
@@ -5199,6 +5539,30 @@ void ImGui::NewFrame()
     //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
     //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
 
+    // Drag and drop
+    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
+    g.DragDropAcceptIdCurr = 0;
+    g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr;
+    g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None;
+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+    g.DragDropWithinSource = false;
+    g.DragDropWithinTarget = false;
+    g.DragDropHoldJustPressedId = 0;
+    if (g.DragDropActive)
+    {
+        // Also works when g.ActiveId==0 (aka leftover payload in progress, no active id)
+        // You may disable this externally by hijacking the input route:
+        //  'if (GetDragDropPayload() != NULL) { Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive); }
+        // but you will not get a return value from Shortcut() due to ActiveIdUsingAllKeyboardKeys logic. You can however poll IsKeyPressed(ImGuiKey_Escape) afterwards.
+        ImGuiID owner_id = g.ActiveId ? g.ActiveId : ImHashStr("##DragDropCancelHandler");
+        if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal, owner_id))
+        {
+            ClearActiveID();
+            ClearDragDrop();
+        }
+    }
+    g.TooltipPreviousWindow = NULL;
+
     // Update keyboard/gamepad navigation
     NavUpdate();
 
@@ -5224,7 +5588,7 @@ void ImGui::NewFrame()
     // Find hovered window
     // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
     // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active)
-    UpdateHoveredWindowAndCaptureFlags();
+    UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos);
 
     // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
     UpdateMouseMovingWindowNewFrame();
@@ -5240,7 +5604,7 @@ void ImGui::NewFrame()
 
     // Platform IME data: reset for the frame
     g.PlatformImeDataPrev = g.PlatformImeData;
-    g.PlatformImeData.WantVisible = false;
+    g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false;
 
     // Mouse wheel scrolling, scale
     UpdateMouseWheel();
@@ -5272,7 +5636,7 @@ void ImGui::NewFrame()
     // [DEBUG] Update debug features
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     UpdateDebugToolItemPicker();
-    UpdateDebugToolStackQueries();
+    UpdateDebugToolItemPathQuery();
     UpdateDebugToolFlashStyleColor();
     if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
     {
@@ -5398,6 +5762,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
     draw_data->DisplaySize = viewport->Size;
     draw_data->FramebufferScale = io.DisplayFramebufferScale;
     draw_data->OwnerViewport = viewport;
+    draw_data->Textures = &ImGui::GetPlatformIO().Textures;
 }
 
 // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
@@ -5406,7 +5771,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
 // - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
 //   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
 //   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
-// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
+// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
 //   which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts.
 void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
 {
@@ -5485,10 +5850,10 @@ static void ImGui::RenderDimmedBackgrounds()
     }
     else if (dim_bg_for_window_list)
     {
-        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
+        // Draw dimming behind Ctrl+Tab target window and behind Ctrl+Tab UI window
         RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
 
-        // Draw border around CTRL+Tab target window
+        // Draw border around Ctrl+Tab target window
         ImGuiWindow* window = g.NavWindowingTargetAnim;
         ImGuiViewport* viewport = GetMainViewport();
         float distance = g.FontSize;
@@ -5499,7 +5864,7 @@ static void ImGui::RenderDimmedBackgrounds()
         if (window->DrawList->CmdBuffer.Size == 0)
             window->DrawList->AddDrawCmd();
         window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
-        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI
         window->DrawList->PopClipRect();
     }
 }
@@ -5513,7 +5878,11 @@ void ImGui::EndFrame()
     // Don't process EndFrame() multiple times.
     if (g.FrameCountEnded == g.FrameCount)
         return;
-    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
+    if (!g.WithinFrameScope)
+    {
+        IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?");
+        return;
+    }
 
     CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
 
@@ -5527,10 +5896,12 @@ void ImGui::EndFrame()
     ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
     if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
     {
-        IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
+        IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch
         ImGuiViewport* viewport = GetMainViewport();
+        IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f) for Viewport 0x%08X\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y, viewport->ID);
         g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data);
     }
+    g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
 
     // Hide implicit/fallback "Debug" window if it hasn't been used
     g.WithinFrameScopeWithImplicitWindow = false;
@@ -5538,7 +5909,7 @@ void ImGui::EndFrame()
         g.CurrentWindow->Active = false;
     End();
 
-    // Update navigation: CTRL+Tab, wrap-around requests
+    // Update navigation: Ctrl+Tab, wrap-around requests
     NavEndFrame();
 
     // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
@@ -5565,6 +5936,7 @@ void ImGui::EndFrame()
     // End frame
     g.WithinFrameScope = false;
     g.FrameCountEnded = g.FrameCount;
+    UpdateFontsEndFrame();
 
     // Initiate moving window + handle left-click and right-click focus
     UpdateMouseMovingWindowEndFrame();
@@ -5585,8 +5957,11 @@ void ImGui::EndFrame()
     g.Windows.swap(g.WindowsTempSortBuffer);
     g.IO.MetricsActiveWindows = g.WindowsActiveCount;
 
+    UpdateTexturesEndFrame();
+
     // Unlock font atlas
-    g.IO.Fonts->Locked = false;
+    for (ImFontAtlas* atlas : g.FontAtlases)
+        atlas->Locked = false;
 
     // Clear Input data for next frame
     g.IO.MousePosPrev = g.IO.MousePos;
@@ -5598,7 +5973,7 @@ void ImGui::EndFrame()
 }
 
 // Prepare the data for rendering so you can call GetDrawData()
-// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
+// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all:
 // it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
 void ImGui::Render()
 {
@@ -5663,6 +6038,12 @@ void ImGui::Render()
         g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
     }
 
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+        for (ImFontAtlas* atlas : g.FontAtlases)
+            ImFontAtlasDebugLogTextureRequests(atlas);
+#endif
+
     CallContextHooks(&g, ImGuiContextHookType_RenderPost);
 }
 
@@ -5710,7 +6091,7 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi
         hovered_window = g.MovingWindow;
 
     ImVec2 padding_regular = g.Style.TouchExtraPadding;
-    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
+    ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding));
     for (int i = g.Windows.Size - 1; i >= 0; i--)
     {
         ImGuiWindow* window = g.Windows[i];
@@ -5779,16 +6160,16 @@ bool ImGui::IsItemDeactivated()
     ImGuiContext& g = *GImGui;
     if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
         return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
-    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
+    return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount);
 }
 
 bool ImGui::IsItemDeactivatedAfterEdit()
 {
     ImGuiContext& g = *GImGui;
-    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
+    return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore;
 }
 
-// == GetItemID() == GetFocusID()
+// == (GetItemID() == GetFocusID() && GetFocusID() != 0)
 bool ImGui::IsItemFocused()
 {
     ImGuiContext& g = *GImGui;
@@ -5864,16 +6245,16 @@ void ImGui::SetNextItemAllowOverlap()
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
-// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
-void ImGui::SetItemAllowOverlap()
-{
-    ImGuiContext& g = *GImGui;
-    ImGuiID id = g.LastItemData.ID;
-    if (g.HoveredId == id)
-        g.HoveredIdAllowOverlap = true;
-    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
-        g.ActiveIdAllowOverlap = true;
-}
+// Use SetNextItemAllowOverlap() *before* your item instead of calling this!
+//void ImGui::SetItemAllowOverlap()
+//{
+//    ImGuiContext& g = *GImGui;
+//    ImGuiID id = g.LastItemData.ID;
+//    if (g.HoveredId == id)
+//        g.HoveredIdAllowOverlap = true;
+//    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
+//        g.ActiveIdAllowOverlap = true;
+//}
 #endif
 
 // This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations.
@@ -5941,10 +6322,10 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
         IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
     }
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
-        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
-    if (window_flags & ImGuiWindowFlags_NavFlattened)
-        child_flags |= ImGuiChildFlags_NavFlattened;
+    //if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
+    //    child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
+    //if (window_flags & ImGuiWindowFlags_NavFlattened)
+    //    child_flags |= ImGuiChildFlags_NavFlattened;
 #endif
     if (child_flags & ImGuiChildFlags_AutoResizeX)
         child_flags &= ~ImGuiChildFlags_ResizeX;
@@ -5980,7 +6361,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
     // A SetNextWindowSize() call always has priority (#8020)
     // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now)
     // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer.
-    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0)
+    if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0)
     {
         if (g.NextWindowData.SizeVal.x > 0.0f)
         {
@@ -5995,9 +6376,12 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
     }
     SetNextWindowSize(size);
 
-    // Forward child flags
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
-    g.NextWindowData.ChildFlags = child_flags;
+    // Forward child flags (we allow prior settings to merge but it'll only work for adding flags)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags)
+        g.NextWindowData.ChildFlags |= child_flags;
+    else
+        g.NextWindowData.ChildFlags = child_flags;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags;
 
     // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
     // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
@@ -6055,10 +6439,10 @@ void ImGui::EndChild()
     ImGuiContext& g = *GImGui;
     ImGuiWindow* child_window = g.CurrentWindow;
 
-    IM_ASSERT(g.WithinEndChild == false);
+    const ImGuiID backup_within_end_child_id = g.WithinEndChildID;
     IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
 
-    g.WithinEndChild = true;
+    g.WithinEndChildID = child_window->ID;
     ImVec2 child_size = child_window->Size;
     End();
     if (child_window->BeginCount == 1)
@@ -6089,8 +6473,15 @@ void ImGui::EndChild()
         }
         if (g.HoveredWindow == child_window)
             g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+        child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags;
+        //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd()
+    }
+    else
+    {
+        SetLastItemDataForChildWindowItem(child_window, child_window->Rect());
     }
-    g.WithinEndChild = false;
+
+    g.WithinEndChildID = backup_within_end_child_id;
     g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
 }
 
@@ -6121,29 +6512,6 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin
     window->Collapsed = settings->Collapsed;
 }
 
-static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
-{
-    ImGuiContext& g = *GImGui;
-
-    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
-    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
-    if ((just_created || child_flag_changed) && !new_is_explicit_child)
-    {
-        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
-        g.WindowsFocusOrder.push_back(window);
-        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
-    }
-    else if (!just_created && child_flag_changed && new_is_explicit_child)
-    {
-        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
-        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
-            g.WindowsFocusOrder[n]->FocusOrder--;
-        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
-        window->FocusOrder = -1;
-    }
-    window->IsExplicitChild = new_is_explicit_child;
-}
-
 static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
 {
     // Initial window state with e.g. default/arbitrary window position
@@ -6227,7 +6595,7 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
 {
     ImGuiContext& g = *GImGui;
     ImVec2 new_size = size_desired;
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)
     {
         // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
         ImRect cr = g.NextWindowData.SizeConstraintRect;
@@ -6266,39 +6634,36 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur
         return;
     }
 
-    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
-    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
-    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
-    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
+    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
+    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
+    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
+    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
 }
 
-static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
+static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents, int axis_mask)
 {
     ImGuiContext& g = *GImGui;
     ImGuiStyle& style = g.Style;
     const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
     const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
     ImVec2 size_pad = window->WindowPadding * 2.0f;
-    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
+    ImVec2 size_desired;
+    size_desired[ImGuiAxis_X] = (axis_mask & 1) ? size_contents.x + size_pad.x + decoration_w_without_scrollbars : window->Size.x;
+    size_desired[ImGuiAxis_Y] = (axis_mask & 2) ? size_contents.y + size_pad.y + decoration_h_without_scrollbars : window->Size.y;
+
+    // Determine maximum window size
+    // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction
+    ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
+
     if (window->Flags & ImGuiWindowFlags_Tooltip)
     {
-        // Tooltip always resize
-        return size_desired;
+        // Tooltip always resize (up to maximum size)
+        return ImMin(size_desired, size_max);
     }
     else
     {
-        // Maximum window size is determined by the viewport size or monitor size
         ImVec2 size_min = CalcWindowMinSize(window);
-        ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
-        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max);
-
-        // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars,
-        // we may need to compute/store three variants of size_auto_fit, for x/y/xy.
-        // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well:
-        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY))
-            size_auto_fit.y = window->SizeFull.y;
-        else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY))
-            size_auto_fit.x = window->SizeFull.x;
+        ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max);
 
         // When the window cannot fit all contents (either because of constraints, either because screen is too small),
         // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
@@ -6318,7 +6683,7 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
     ImVec2 size_contents_current;
     ImVec2 size_contents_ideal;
     CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
-    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
+    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal, ~0);
     ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
     return size_final;
 }
@@ -6332,8 +6697,20 @@ static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
     return ImGuiCol_WindowBg;
 }
 
-static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
+static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target_arg, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
 {
+    ImVec2 corner_target = corner_target_arg;
+    if (window->Flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
+    {
+        ImGuiWindow* parent_window = window->ParentWindow;
+        ImGuiWindowFlags parent_flags = parent_window->Flags;
+        ImRect limit_rect = parent_window->InnerRect;
+        limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize)));
+        if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))
+            corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x);
+        if (parent_flags & ImGuiWindowFlags_NoScrollbar)
+            corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y);
+    }
     ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
     ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
     ImVec2 size_expected = pos_max - pos_min;
@@ -6412,12 +6789,14 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
 
 // Handle resize for: Resize Grips, Borders, Gamepad
 // Return true when using auto-fit (double-click on resize grip)
-static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
+static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindowFlags flags = window->Flags;
 
-    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+    if ((flags & ImGuiWindowFlags_NoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        return false;
+    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && (window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
         return false;
     if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
         return false;
@@ -6425,10 +6804,10 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
     int ret_auto_fit_mask = 0x00;
     const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
     const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f;
-    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
+    const float grip_hover_outer_size = g.WindowsBorderHoverPadding;
 
     ImRect clamp_rect = visibility_rect;
-    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
+    const bool window_move_from_title_bar = !(window->BgClickFlags & ImGuiWindowBgClickFlags_Move) && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
     if (window_move_from_title_bar)
         clamp_rect.Min.y -= window->TitleBarHeight;
 
@@ -6460,8 +6839,9 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
         if (held && g.IO.MouseDoubleClicked[0])
         {
             // Auto-fit when double-clicking
+            ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, ~0);
             size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
-            ret_auto_fit_mask = 0x03; // Both axises
+            ret_auto_fit_mask = 0x03; // Both axes
             ClearActiveID();
         }
         else if (held)
@@ -6476,7 +6856,8 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
         }
 
         // Only lower-left grip is visible before hovering/activating
-        if (resize_grip_n == 0 || held || hovered)
+        const bool resize_grip_visible = held || hovered || (resize_grip_n == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
+        if (resize_grip_visible)
             resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
     }
 
@@ -6493,7 +6874,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
         const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
 
         bool hovered, held;
-        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
+        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding);
         ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
         ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
         ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
@@ -6505,10 +6886,10 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
         if (held && g.IO.MouseDoubleClicked[0])
         {
             // Double-clicking bottom or right border auto-fit on this axis
-            // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars.
             // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
             if (border_n == 1 || border_n == 3) // Right and bottom border
             {
+                ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, 1 << axis);
                 size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
                 ret_auto_fit_mask |= (1 << axis);
                 hovered = held = false; // So border doesn't show highlighted at new position
@@ -6531,7 +6912,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
 
             const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
             const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
-            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
+            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above.
 
             // Use absolute mode position
             ImVec2 border_target = window->Pos;
@@ -6551,17 +6932,6 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
             ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
             ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
             border_target = ImClamp(border_target, clamp_min, clamp_max);
-            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
-            {
-                ImGuiWindow* parent_window = window->ParentWindow;
-                ImGuiWindowFlags parent_flags = parent_window->Flags;
-                ImRect border_limit_rect = parent_window->InnerRect;
-                border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize)));
-                if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar)))
-                    border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x);
-                if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar))
-                    border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y);
-            }
             if (!ignore_resize)
                 CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
         }
@@ -6605,8 +6975,8 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
     }
 
     // Apply back modified position/size to window
-    const ImVec2 curr_pos = window->Pos;
-    const ImVec2 curr_size = window->SizeFull;
+    const ImVec2 old_pos = window->Pos;
+    const ImVec2 old_size = window->SizeFull;
     if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x))
         window->Size.x = window->SizeFull.x = size_target.x;
     if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y))
@@ -6615,21 +6985,20 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
         window->Pos.x = ImTrunc(pos_target.x);
     if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y))
         window->Pos.y = ImTrunc(pos_target.y);
-    if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y)
+    if (old_pos.x != window->Pos.x || old_pos.y != window->Pos.y || old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
         MarkIniSettingsDirty(window);
 
     // Recalculate next expected border expected coordinates
     if (*border_held != -1)
-        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
+        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding);
 
     return ret_auto_fit_mask;
 }
 
 static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
 {
-    ImGuiContext& g = *GImGui;
     ImVec2 size_for_clamping = window->Size;
-    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+    if (!(window->BgClickFlags & ImGuiWindowBgClickFlags_Move) && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
         size_for_clamping.y = window->TitleBarHeight;
     window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
 }
@@ -6667,7 +7036,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
     if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
     {
         float y = window->Pos.y + window->TitleBarHeight - 1;
-        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
+        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize);
     }
 }
 
@@ -6679,9 +7048,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
     ImGuiStyle& style = g.Style;
     ImGuiWindowFlags flags = window->Flags;
 
-    // Ensure that ScrollBar doesn't read last frame's SkipItems
+    // Ensure that Scrollbar() doesn't read last frame's SkipItems
     IM_ASSERT(window->BeginCount == 0);
     window->SkipItems = false;
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
 
     // Draw window + handle manual resize
     // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
@@ -6704,7 +7074,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
             ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
             bool override_alpha = false;
             float alpha = 1.0f;
-            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+            if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha)
             {
                 alpha = g.NextWindowData.BgAlphaVal;
                 override_alpha = true;
@@ -6726,9 +7096,9 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
         {
             ImRect menu_bar_rect = window->MenuBarRect();
             menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
-            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
+            window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
             if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
-                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+                window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
         }
 
         // Scrollbars
@@ -6747,9 +7117,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
                     continue;
                 const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
                 const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
-                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
-                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
-                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
+                const float border_inner = IM_ROUND(window_border_size * 0.5f);
+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner)));
+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size)));
+                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12);
                 window->DrawList->PathFillConvex(col);
             }
         }
@@ -6758,6 +7129,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
         if (handle_borders_and_resize_grips)
             RenderWindowOuterBorders(window);
     }
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
 }
 
 // Render title text, collapse button, close button
@@ -6806,8 +7178,13 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
 
     // Close button
     if (has_close_button)
+    {
+        ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
+        g.CurrentItemFlags |= ImGuiItemFlags_NoFocus;
         if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
             *p_open = false;
+        g.CurrentItemFlags = backup_item_flags;
+    }
 
     window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
     g.CurrentItemFlags = item_flags_backup;
@@ -6840,7 +7217,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
         marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
         if (marker_pos.x > layout_r.Min.x)
         {
-            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
+            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_UnsavedMarker));
             clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
         }
     }
@@ -6857,7 +7234,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
         window->RootWindow = parent_window->RootWindow;
     if (parent_window && (flags & ImGuiWindowFlags_Popup))
         window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
-    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)))
         window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
     while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened)
     {
@@ -6872,7 +7249,7 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
 {
     ImGuiContext& g = *GImGui;
     window->SkipRefresh = false;
-    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
+    if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
         return;
     if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
     {
@@ -6903,42 +7280,6 @@ static void SetWindowActiveForSkipRefresh(ImGuiWindow* window)
         }
 }
 
-// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
-// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
-// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
-// - WindowA            // FindBlockingModal() returns Modal1
-//   - WindowB          //                  .. returns Modal1
-//   - Modal1           //                  .. returns Modal2
-//      - WindowC       //                  .. returns Modal2
-//          - WindowD   //                  .. returns Modal2
-//          - Modal2    //                  .. returns Modal2
-//            - WindowE //                  .. returns NULL
-// Notes:
-// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
-//   Only difference is here we check for ->Active/WasActive but it may be unnecessary.
-ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
-{
-    ImGuiContext& g = *GImGui;
-    if (g.OpenPopupStack.Size <= 0)
-        return NULL;
-
-    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
-    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
-    {
-        ImGuiWindow* popup_window = popup_data.Window;
-        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
-            continue;
-        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
-            continue;
-        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
-            return popup_window;
-        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
-            continue;
-        return popup_window;                                        // Place window right below first block modal
-    }
-    return NULL;
-}
-
 // Push a new Dear ImGui window to add widgets to.
 // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
 // - Begin/End can be called multiple times during the frame with the same window name to append content.
@@ -6989,7 +7330,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
     {
         UpdateWindowInFocusOrderList(window, window_just_created, flags);
         window->Flags = (ImGuiWindowFlags)flags;
-        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
+        window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
         window->LastFrameActive = current_frame;
         window->LastTimeActive = (float)g.Time;
         window->BeginOrderWithinParent = 0;
@@ -7002,7 +7343,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
     // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
     ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
-    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
+    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) ? parent_window_in_stack : NULL) : window->ParentWindow;
     IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
 
     // We allow window memory to be compacted so recreate the base stack when needed.
@@ -7016,6 +7357,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
     window_stack_data.Window = window;
     window_stack_data.ParentLastItemDataBackup = g.LastItemData;
     window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+    window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f;
     ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin);
     g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin;
     if (flags & ImGuiWindowFlags_ChildMenu)
@@ -7030,6 +7372,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
         // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
         window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL;
+
+        // Inherent SetWindowFontScale() from parent until we fix this system...
+        window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f;
     }
 
     // Add to focus scope stack
@@ -7047,10 +7392,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
     }
 
     // Process SetNextWindow***() calls
-    // (FIXME: Consider splitting the HasXXX flags into X/Y components
+    // (FIXME: Consider splitting the HasXXX flags into X/Y components)
     bool window_pos_set_by_api = false;
     bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos)
     {
         window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
         if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
@@ -7066,7 +7411,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
         }
     }
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize)
     {
         window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
         window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
@@ -7076,7 +7421,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             g.NextWindowData.SizeVal.y = window->SizeFull.y;
         SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
     }
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll)
     {
         if (g.NextWindowData.ScrollVal.x >= 0.0f)
         {
@@ -7089,13 +7434,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             window->ScrollTargetCenterRatio.y = 0.0f;
         }
     }
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize)
         window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
     else if (first_begin_of_the_frame)
         window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed)
         SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus)
         FocusWindow(window);
     if (window->Appearing)
         SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
@@ -7130,7 +7475,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
         // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
         bool window_title_visible_elsewhere = false;
-        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
+        if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using Ctrl+Tab
+            window_title_visible_elsewhere = true;
+        if (flags & ImGuiWindowFlags_ChildMenu)
             window_title_visible_elsewhere = true;
         if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
         {
@@ -7191,6 +7538,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
         window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f;
         window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f;
+        window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window.
 
         // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible.
         // Those flags will be altered further down in the function depending on more conditions.
@@ -7237,36 +7585,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
 
         // Calculate auto-fit size, handle automatic resize
-        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
-        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
-        {
-            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
-            if (!window_size_x_set_by_api)
-            {
-                window->SizeFull.x = size_auto_fit.x;
-                use_current_size_for_scrollbar_x = true;
-            }
-            if (!window_size_y_set_by_api)
-            {
-                window->SizeFull.y = size_auto_fit.y;
-                use_current_size_for_scrollbar_y = true;
-            }
-        }
-        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        // - Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
+        // - We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
+        // - Auto-fit may only grow window during the first few frames.
         {
-            // Auto-fit may only grow window during the first few frames
-            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
-            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
+            const bool size_auto_fit_x_always = !window_size_x_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed;
+            const bool size_auto_fit_y_always = !window_size_y_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed;
+            const bool size_auto_fit_x_current = !window_size_x_set_by_api && (window->AutoFitFramesX > 0);
+            const bool size_auto_fit_y_current = !window_size_y_set_by_api && (window->AutoFitFramesY > 0);
+            int size_auto_fit_mask = 0;
+            if (size_auto_fit_x_always || size_auto_fit_x_current)
+                size_auto_fit_mask |= (1 << ImGuiAxis_X);
+            if (size_auto_fit_y_always || size_auto_fit_y_current)
+                size_auto_fit_mask |= (1 << ImGuiAxis_Y);
+            const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, size_auto_fit_mask);
+
+            const ImVec2 old_size = window->SizeFull;
+            if (size_auto_fit_x_always || size_auto_fit_x_current)
             {
-                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+                if (size_auto_fit_x_always)
+                    window->SizeFull.x = size_auto_fit.x;
+                else
+                    window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
                 use_current_size_for_scrollbar_x = true;
             }
-            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
+            if (size_auto_fit_y_always || size_auto_fit_y_current)
             {
-                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+                if (size_auto_fit_y_always)
+                    window->SizeFull.y = size_auto_fit.y;
+                else
+                    window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
                 use_current_size_for_scrollbar_y = true;
             }
-            if (!window->Collapsed)
+            if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
                 MarkIniSettingsDirty(window);
         }
 
@@ -7342,19 +7693,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         {
             IM_ASSERT(window->IDStack.Size == 1);
             window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
+            window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
             IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
             IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
             window->IDStack.Size = 1;
+            window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+
         }
 #endif
 
+        // Decide if we are going to handle borders and resize grips
+        // 'window->SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815)
+        // Whenever we add support for full decorated child windows we will likely make this logic more general.
+        bool handle_borders_and_resize_grips = true;
+        if ((flags & ImGuiWindowFlags_ChildWindow) && window->ParentWindow->SkipItems)
+            handle_borders_and_resize_grips = false;
+
         // Handle manual resize: Resize Grips, Borders, Gamepad
+        // Child windows can only be resized when they have the flags set. The resize grip allows resizing in both directions, so it should appear only if both flags are set.
         int border_hovered = -1, border_held = -1;
         ImU32 resize_grip_col[4] = {};
-        const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
+        int resize_grip_count;
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
+            resize_grip_count = ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) ? 1 : 0;
+        else
+            resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
+
         const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
-        if (!window->Collapsed)
-            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
+        if (handle_borders_and_resize_grips && !window->Collapsed)
+            if (int auto_fit_mask = UpdateWindowManualResize(window, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
             {
                 if (auto_fit_mask & (1 << ImGuiAxis_X))
                     use_current_size_for_scrollbar_x = true;
@@ -7377,9 +7744,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
             float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
             float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
+            bool scrollbar_x_prev = window->ScrollbarX;
             //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
             window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
             window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
+
+            // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488)
+            // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause.
+            //  The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it)
+            window->ScrollbarXStabilizeToggledHistory <<= 1;
+            window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00;
+            const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history.
+            if (scrollbar_x_stabilize)
+                window->ScrollbarX = true;
+            //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled)
+            //    IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name);
+            window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize;
+
             if (window->ScrollbarX && !window->ScrollbarY)
                 window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
             window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
@@ -7435,12 +7816,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f);
         window->InnerClipRect.ClipWithFull(host_rect);
 
-        // Default item width. Make it proportional to window size if window manually resizes
-        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
-            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
-        else
-            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
-
         // SCROLLING
 
         // Lock down maximum scrolling
@@ -7458,7 +7833,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
         // Setup draw list and outer clipping rectangle
         IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
-        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
+        window->DrawList->PushTexture(g.Font->OwnerAtlas->TexRef);
         PushClipRect(host_rect.Min, host_rect.Max, false);
 
         // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
@@ -7482,7 +7857,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             // Handle title bar, scrollbar, resize grips and resize borders
             const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
             const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
-            const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch.
             RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
 
             if (render_decorations_in_parent)
@@ -7546,13 +7920,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->DC.MenuBarAppending = false;
         window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
         window->DC.TreeDepth = 0;
-        window->DC.TreeHasStackDataDepthMask = 0x00;
+        window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00;
         window->DC.ChildWindows.resize(0);
         window->DC.StateStorage = &window->StateStorage;
         window->DC.CurrentColumns = NULL;
         window->DC.LayoutType = ImGuiLayoutType_Vertical;
         window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
 
+        // Default item width. Make it proportional to window size if window manually resizes
+        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
+        else
+            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
         window->DC.ItemWidth = window->ItemWidthDefault;
         window->DC.TextWrapPos = -1.0f; // disabled
         window->DC.ItemWidthStack.resize(0);
@@ -7574,7 +7953,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         if (want_focus && window == g.NavWindow)
             NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
 
-        // Pressing CTRL+C copy window content into the clipboard
+        // Pressing Ctrl+C copy window content into the clipboard
         // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope.
         // [EXPERIMENTAL] Text outputs has many issues.
         if (g.IO.ConfigWindowsCopyContentsWithCtrlC)
@@ -7591,8 +7970,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         if (flags & ImGuiWindowFlags_Tooltip)
             g.TooltipPreviousWindow = window;
 
+        // Set default BgClickFlags
+        // This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overriden by user code.
+        // FIXME: The general intent is that we will later expose config options to default to enable scrolling + select scrolling mouse button.
+        window->BgClickFlags = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->BgClickFlags : (g.IO.ConfigWindowsMoveFromTitleBarOnly ? ImGuiWindowBgClickFlags_None : ImGuiWindowBgClickFlags_Move);
+
         // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
         // This is useful to allow creating context menus on title bar only, etc.
+        window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None;
+        window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
         SetLastItemDataForWindow(window, title_bar_rect);
 
         // [DEBUG]
@@ -7604,7 +7990,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         // [Test Engine] Register title bar / tab with MoveId.
 #ifdef IMGUI_ENABLE_TEST_ENGINE
         if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+        {
+            window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
             IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
+            window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+        }
 #endif
     }
     else
@@ -7647,7 +8037,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             // Hide along with parent or if parent is collapsed
             if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
                 window->HiddenFramesCanSkipItems = 1;
-            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
+            if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0)
                 window->HiddenFramesCannotSkipItems = 1;
         }
 
@@ -7694,12 +8084,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
     return !window->SkipItems;
 }
 
-static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
-{
-    ImGuiContext& g = *GImGui;
-    SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect);
-}
-
 void ImGui::End()
 {
     ImGuiContext& g = *GImGui;
@@ -7715,7 +8099,7 @@ void ImGui::End()
 
     // Error checking: verify that user doesn't directly call End() on a child window.
     if (window->Flags & ImGuiWindowFlags_ChildWindow)
-        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
+        IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!");
 
     // Close anything that is open
     if (window->DC.CurrentColumns)
@@ -7754,226 +8138,6 @@ void ImGui::End()
     SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
 }
 
-void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
-{
-    ImGuiContext& g = *GImGui;
-    IM_ASSERT(window == window->RootWindow);
-
-    const int cur_order = window->FocusOrder;
-    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
-    if (g.WindowsFocusOrder.back() == window)
-        return;
-
-    const int new_order = g.WindowsFocusOrder.Size - 1;
-    for (int n = cur_order; n < new_order; n++)
-    {
-        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
-        g.WindowsFocusOrder[n]->FocusOrder--;
-        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
-    }
-    g.WindowsFocusOrder[new_order] = window;
-    window->FocusOrder = (short)new_order;
-}
-
-void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
-{
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* current_front_window = g.Windows.back();
-    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
-        return;
-    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
-        if (g.Windows[i] == window)
-        {
-            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
-            g.Windows[g.Windows.Size - 1] = window;
-            break;
-        }
-}
-
-void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
-{
-    ImGuiContext& g = *GImGui;
-    if (g.Windows[0] == window)
-        return;
-    for (int i = 0; i < g.Windows.Size; i++)
-        if (g.Windows[i] == window)
-        {
-            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
-            g.Windows[0] = window;
-            break;
-        }
-}
-
-void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
-{
-    IM_ASSERT(window != NULL && behind_window != NULL);
-    ImGuiContext& g = *GImGui;
-    window = window->RootWindow;
-    behind_window = behind_window->RootWindow;
-    int pos_wnd = FindWindowDisplayIndex(window);
-    int pos_beh = FindWindowDisplayIndex(behind_window);
-    if (pos_wnd < pos_beh)
-    {
-        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
-        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
-        g.Windows[pos_beh - 1] = window;
-    }
-    else
-    {
-        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
-        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
-        g.Windows[pos_beh] = window;
-    }
-}
-
-int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
-{
-    ImGuiContext& g = *GImGui;
-    return g.Windows.index_from_ptr(g.Windows.find(window));
-}
-
-// Moving window to front of display and set focus (which happens to be back of our sorted list)
-void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
-{
-    ImGuiContext& g = *GImGui;
-
-    // Modal check?
-    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
-        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
-        {
-            // This block would typically be reached in two situations:
-            // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag.
-            // - User clicking on void or anything behind a modal while a modal is open (window == NULL)
-            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
-            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
-                BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?)
-            ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals
-            return;
-        }
-
-    // Find last focused child (if any) and focus it instead.
-    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
-        window = NavRestoreLastChildNavWindow(window);
-
-    // Apply focus
-    if (g.NavWindow != window)
-    {
-        SetNavWindow(window);
-        if (window && g.NavHighlightItemUnderNav)
-            g.NavMousePosDirty = true;
-        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
-        g.NavLayer = ImGuiNavLayer_Main;
-        SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
-        g.NavIdIsAlive = false;
-        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
-
-        // Close popups if any
-        ClosePopupsOverWindow(window, false);
-    }
-
-    // Move the root window to the top of the pile
-    IM_ASSERT(window == NULL || window->RootWindow != NULL);
-    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
-    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
-
-    // Steal active widgets. Some of the cases it triggers includes:
-    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
-    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
-    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
-        if (!g.ActiveIdNoClearOnFocusLoss)
-            ClearActiveID();
-
-    // Passing NULL allow to disable keyboard focus
-    if (!window)
-        return;
-
-    // Bring to front
-    BringWindowToFocusFront(focus_front_window);
-    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
-        BringWindowToDisplayFront(display_front_window);
-}
-
-void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
-{
-    ImGuiContext& g = *GImGui;
-    IM_UNUSED(filter_viewport); // Unused in master branch.
-    int start_idx = g.WindowsFocusOrder.Size - 1;
-    if (under_this_window != NULL)
-    {
-        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
-        int offset = -1;
-        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
-        {
-            under_this_window = under_this_window->ParentWindow;
-            offset = 0;
-        }
-        start_idx = FindWindowFocusIndex(under_this_window) + offset;
-    }
-    for (int i = start_idx; i >= 0; i--)
-    {
-        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
-        ImGuiWindow* window = g.WindowsFocusOrder[i];
-        if (window == ignore_window || !window->WasActive)
-            continue;
-        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
-        {
-            FocusWindow(window, flags);
-            return;
-        }
-    }
-    FocusWindow(NULL, flags);
-}
-
-// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
-void ImGui::SetCurrentFont(ImFont* font)
-{
-    ImGuiContext& g = *GImGui;
-    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
-    IM_ASSERT(font->Scale > 0.0f);
-    g.Font = font;
-    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
-    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
-    g.FontScale = g.FontSize / g.Font->FontSize;
-
-    ImFontAtlas* atlas = g.Font->ContainerAtlas;
-    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
-    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
-    g.DrawListSharedData.Font = g.Font;
-    g.DrawListSharedData.FontSize = g.FontSize;
-    g.DrawListSharedData.FontScale = g.FontScale;
-}
-
-// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList.
-// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls.
-// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
-//   - Some code paths never really fully worked with multiple atlas textures.
-//   - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID()
-//     the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem
-//     because we have a concrete need and a test bed for multiple atlas textures.
-void ImGui::PushFont(ImFont* font)
-{
-    ImGuiContext& g = *GImGui;
-    if (font == NULL)
-        font = GetDefaultFont();
-    g.FontStack.push_back(font);
-    SetCurrentFont(font);
-    g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID);
-}
-
-void  ImGui::PopFont()
-{
-    ImGuiContext& g = *GImGui;
-    if (g.FontStack.Size <= 0)
-    {
-        IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!");
-        return;
-    }
-    g.FontStack.pop_back();
-    ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back();
-    SetCurrentFont(font);
-    g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID);
-}
-
 void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
 {
     ImGuiContext& g = *GImGui;
@@ -8045,6 +8209,7 @@ void ImGui::BeginDisabledOverrideReenable()
 {
     ImGuiContext& g = *GImGui;
     IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+    g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha;
     g.Style.Alpha = g.DisabledAlphaBackup;
     g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled;
     g.ItemFlagsStack.push_back(g.CurrentItemFlags);
@@ -8058,7 +8223,7 @@ void ImGui::EndDisabledOverrideReenable()
     IM_ASSERT(g.DisabledStackSize > 0);
     g.ItemFlagsStack.pop_back();
     g.CurrentItemFlags = g.ItemFlagsStack.back();
-    g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha;
+    g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup;
 }
 
 void ImGui::PushTextWrapPos(float wrap_pos_x)
@@ -8111,9 +8276,18 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent,
     return false;
 }
 
-bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
+bool ImGui::IsWindowInBeginStack(ImGuiWindow* window)
 {
-    if (window->RootWindow == potential_parent)
+    ImGuiContext& g = *GImGui;
+    for (int n = g.CurrentWindowStack.Size - 1; n >= 0; n--)
+        if (g.CurrentWindowStack[n].Window == window)
+            return true;
+    return false;
+}
+
+bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
+{
+    if (window->RootWindow == potential_parent)
         return true;
     while (window != NULL)
     {
@@ -8193,36 +8367,6 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
     return true;
 }
 
-bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
-{
-    ImGuiContext& g = *GImGui;
-    ImGuiWindow* ref_window = g.NavWindow;
-    ImGuiWindow* cur_window = g.CurrentWindow;
-
-    if (ref_window == NULL)
-        return false;
-    if (flags & ImGuiFocusedFlags_AnyWindow)
-        return true;
-
-    IM_ASSERT(cur_window); // Not inside a Begin()/End()
-    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
-    if (flags & ImGuiHoveredFlags_RootWindow)
-        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
-
-    if (flags & ImGuiHoveredFlags_ChildWindows)
-        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
-    else
-        return (ref_window == cur_window);
-}
-
-// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
-// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
-// If you want a window to never be focused, you may use the e.g. NoInputs flag.
-bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
-{
-    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
-}
-
 float ImGui::GetWindowWidth()
 {
     ImGuiWindow* window = GImGui->CurrentWindow;
@@ -8330,8 +8474,10 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co
         return;
     window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
 
-    // Set
-    window->Collapsed = collapsed;
+    // Queue applying in Begin()
+    if (window->WantCollapseToggle)
+        window->Collapsed ^= 1;
+    window->WantCollapseToggle = (window->Collapsed != collapsed);
 }
 
 void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
@@ -8370,29 +8516,11 @@ void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
         SetWindowCollapsed(window, collapsed, cond);
 }
 
-void ImGui::SetWindowFocus()
-{
-    FocusWindow(GImGui->CurrentWindow);
-}
-
-void ImGui::SetWindowFocus(const char* name)
-{
-    if (name)
-    {
-        if (ImGuiWindow* window = FindWindowByName(name))
-            FocusWindow(window);
-    }
-    else
-    {
-        FocusWindow(NULL);
-    }
-}
-
 void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
 {
     ImGuiContext& g = *GImGui;
     IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos;
     g.NextWindowData.PosVal = pos;
     g.NextWindowData.PosPivotVal = pivot;
     g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
@@ -8402,7 +8530,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
 {
     ImGuiContext& g = *GImGui;
     IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize;
     g.NextWindowData.SizeVal = size;
     g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
 }
@@ -8414,25 +8542,25 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
 void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
 {
     ImGuiContext& g = *GImGui;
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
     g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
     g.NextWindowData.SizeCallback = custom_callback;
     g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
 }
 
 // Content size = inner scrollable rectangle, padded with WindowPadding.
-// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
+// SetNextWindowContentSize(ImVec2(100,100)) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
 void ImGui::SetNextWindowContentSize(const ImVec2& size)
 {
     ImGuiContext& g = *GImGui;
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize;
     g.NextWindowData.ContentSizeVal = ImTrunc(size);
 }
 
 void ImGui::SetNextWindowScroll(const ImVec2& scroll)
 {
     ImGuiContext& g = *GImGui;
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll;
     g.NextWindowData.ScrollVal = scroll;
 }
 
@@ -8440,21 +8568,15 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
 {
     ImGuiContext& g = *GImGui;
     IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed;
     g.NextWindowData.CollapsedVal = collapsed;
     g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
 }
 
-void ImGui::SetNextWindowFocus()
-{
-    ImGuiContext& g = *GImGui;
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
-}
-
 void ImGui::SetNextWindowBgAlpha(float alpha)
 {
     ImGuiContext& g = *GImGui;
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha;
     g.NextWindowData.BgAlphaVal = alpha;
 }
 
@@ -8462,7 +8584,7 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
 void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
 {
     ImGuiContext& g = *GImGui;
-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
     g.NextWindowData.RefreshFlagsVal = flags;
 }
 
@@ -8477,6 +8599,14 @@ ImFont* ImGui::GetFont()
     return GImGui->Font;
 }
 
+ImFontBaked* ImGui::GetFontBaked()
+{
+    return GImGui->FontBaked;
+}
+
+// Get current font size (= height in pixels) of current font, with global scale factors applied.
+// - Use style.FontSizeBase to get value before global scale factors.
+// - recap: ImGui::GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors)
 float ImGui::GetFontSize()
 {
     return GImGui->FontSize;
@@ -8487,15 +8617,16 @@ ImVec2 ImGui::GetFontTexUvWhitePixel()
     return GImGui->DrawListSharedData.TexUvWhitePixel;
 }
 
+// Prefer using PushFont(NULL, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 void ImGui::SetWindowFontScale(float scale)
 {
     IM_ASSERT(scale > 0.0f);
-    ImGuiContext& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
     window->FontWindowScale = scale;
-    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
-    g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize;
+    UpdateCurrentFontSize(0.0f);
 }
+#endif
 
 void ImGui::PushFocusScope(ImGuiID id)
 {
@@ -8649,6 +8780,272 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
     return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
 }
 
+//-----------------------------------------------------------------------------
+// [SECTION] FONTS, TEXTURES
+//-----------------------------------------------------------------------------
+// Most of the relevant font logic is in imgui_draw.cpp.
+// Those are high-level support functions.
+//-----------------------------------------------------------------------------
+// - UpdateTexturesNewFrame() [Internal]
+// - UpdateTexturesEndFrame() [Internal]
+// - UpdateFontsNewFrame() [Internal]
+// - UpdateFontsEndFrame() [Internal]
+// - GetDefaultFont() [Internal]
+// - RegisterUserTexture() [Internal]
+// - UnregisterUserTexture() [Internal]
+// - RegisterFontAtlas() [Internal]
+// - UnregisterFontAtlas() [Internal]
+// - SetCurrentFont() [Internal]
+// - UpdateCurrentFontSize() [Internal]
+// - SetFontRasterizerDensity() [Internal]
+// - PushFont()
+// - PopFont()
+//-----------------------------------------------------------------------------
+
+static void ImGui::UpdateTexturesNewFrame()
+{
+    // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count.
+    ImGuiContext& g = *GImGui;
+    const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
+    for (ImFontAtlas* atlas : g.FontAtlases)
+    {
+        if (atlas->OwnerContext == &g)
+        {
+            ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures);
+        }
+        else
+        {
+            // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it.
+            // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context.
+            // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that.
+            // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures.
+            IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1);
+            IM_ASSERT(atlas->RendererHasTextures == has_textures);
+        }
+    }
+}
+
+// Build a single texture list
+static void ImGui::UpdateTexturesEndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    g.PlatformIO.Textures.resize(0);
+    for (ImFontAtlas* atlas : g.FontAtlases)
+        for (ImTextureData* tex : atlas->TexList)
+        {
+            // We provide this information so backends can decide whether to destroy textures.
+            // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized.
+            tex->RefCount = (unsigned short)atlas->RefCount;
+            g.PlatformIO.Textures.push_back(tex);
+        }
+    for (ImTextureData* tex : g.UserTextures)
+        g.PlatformIO.Textures.push_back(tex);
+}
+
+void ImGui::UpdateFontsNewFrame()
+{
+    ImGuiContext& g = *GImGui;
+    if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+        for (ImFontAtlas* atlas : g.FontAtlases)
+            atlas->Locked = true;
+
+    if (g.Style._NextFrameFontSizeBase != 0.0f)
+    {
+        g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase;
+        g.Style._NextFrameFontSizeBase = 0.0f;
+    }
+
+    // Apply default font size the first time
+    ImFont* font = ImGui::GetDefaultFont();
+    if (g.Style.FontSizeBase <= 0.0f)
+        g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE);
+
+    // Set initial font
+    g.Font = font;
+    g.FontSizeBase = g.Style.FontSizeBase;
+    g.FontSize = 0.0f;
+    ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase };           // <--- Will restore FontSize
+    SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale
+    g.FontStack.push_back(font_stack_data);
+    IM_ASSERT(g.Font->IsLoaded());
+}
+
+void ImGui::UpdateFontsEndFrame()
+{
+    PopFont();
+}
+
+ImFont* ImGui::GetDefaultFont()
+{
+    ImGuiContext& g = *GImGui;
+    ImFontAtlas* atlas = g.IO.Fonts;
+    if (atlas->Builder == NULL || atlas->Fonts.Size == 0)
+        ImFontAtlasBuildMain(atlas);
+    return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0];
+}
+
+// EXPERIMENTAL: DO NOT USE YET.
+void ImGui::RegisterUserTexture(ImTextureData* tex)
+{
+    ImGuiContext& g = *GImGui;
+    tex->RefCount++;
+    g.UserTextures.push_back(tex);
+}
+
+void ImGui::UnregisterUserTexture(ImTextureData* tex)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(tex->RefCount > 0);
+    tex->RefCount--;
+    g.UserTextures.find_erase(tex);
+}
+
+void ImGui::RegisterFontAtlas(ImFontAtlas* atlas)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.FontAtlases.Size == 0)
+        IM_ASSERT(atlas == g.IO.Fonts);
+    atlas->RefCount++;
+    g.FontAtlases.push_back(atlas);
+    ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData);
+    for (ImTextureData* tex : atlas->TexList)
+        tex->RefCount = (unsigned short)atlas->RefCount;
+}
+
+void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(atlas->RefCount > 0);
+    ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData);
+    g.FontAtlases.find_erase(atlas);
+    atlas->RefCount--;
+    for (ImTextureData* tex : atlas->TexList)
+        tex->RefCount = (unsigned short)atlas->RefCount;
+}
+
+// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList.
+// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls.
+// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
+//   - Some code paths never really fully worked with multiple atlas textures.
+//   - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture()
+//     the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem
+//     because we have a concrete need and a test bed for multiple atlas textures.
+// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ?
+void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling)
+{
+    ImGuiContext& g = *GImGui;
+    g.Font = font;
+    g.FontSizeBase = font_size_before_scaling;
+    UpdateCurrentFontSize(font_size_after_scaling);
+
+    if (font != NULL)
+    {
+        IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+        IM_ASSERT(font->Scale > 0.0f);
+#endif
+        ImFontAtlas* atlas = font->OwnerAtlas;
+        g.DrawListSharedData.FontAtlas = atlas;
+        g.DrawListSharedData.Font = font;
+        ImFontAtlasUpdateDrawListsSharedData(atlas);
+        if (g.CurrentWindow != NULL)
+            g.CurrentWindow->DrawList->_SetTexture(atlas->TexRef);
+    }
+}
+
+void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    g.Style.FontSizeBase = g.FontSizeBase;
+
+    // Early out to avoid hidden window keeping bakes referenced and out of GC reach.
+    // However this would leave a pretty subtle and damning error surface area if g.FontBaked was mismatching.
+    // FIXME: perhaps g.FontSize should be updated?
+    if (window != NULL && window->SkipItems)
+    {
+        ImGuiTable* table = g.CurrentTable;
+        if (table == NULL || (table->CurrentColumn != -1 && table->Columns[table->CurrentColumn].IsSkipItems == false)) // See 8465#issuecomment-2951509561 and #8865. Ideally the SkipItems=true in tables would be amended with extra data.
+            return;
+    }
+
+    // Restoring is pretty much only used by PopFont()
+    float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f;
+    if (final_size == 0.0f)
+    {
+        final_size = g.FontSizeBase;
+
+        // Global scale factors
+        final_size *= g.Style.FontScaleMain;    // Main global scale factor
+        final_size *= g.Style.FontScaleDpi;     // Per-monitor/viewport DPI scale factor, automatically updated when io.ConfigDpiScaleFonts is enabled.
+
+        // Window scale (mostly obsolete now)
+        if (window != NULL)
+            final_size *= window->FontWindowScale;
+
+        // Legacy scale factors
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+        final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead!
+        if (g.Font != NULL)
+            final_size *= g.Font->Scale;    // Was never really useful.
+#endif
+    }
+
+    // Round font size
+    // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
+    // - We may support it better later and remove this rounding.
+    final_size = GetRoundedFontSize(final_size);
+    final_size = ImClamp(final_size, 1.0f, IMGUI_FONT_SIZE_MAX);
+    if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures))
+        g.Font->CurrentRasterizerDensity = g.FontRasterizerDensity;
+    g.FontSize = final_size;
+    g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL;
+    g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f;
+    g.DrawListSharedData.FontSize = g.FontSize;
+    g.DrawListSharedData.FontScale = g.FontBakedScale;
+}
+
+// Exposed in case user may want to override setting density.
+// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it.
+void ImGui::SetFontRasterizerDensity(float rasterizer_density)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures);
+    if (g.FontRasterizerDensity == rasterizer_density)
+        return;
+    g.FontRasterizerDensity = rasterizer_density;
+    UpdateCurrentFontSize(0.0f);
+}
+
+// If you want to scale an existing font size! Read comments in imgui.h!
+void ImGui::PushFont(ImFont* font, float font_size_base)
+{
+    ImGuiContext& g = *GImGui;
+    if (font == NULL) // Before 1.92 (June 2025), PushFont(NULL) == PushFont(GetDefaultFont())
+        font = g.Font;
+    IM_ASSERT(font != NULL);
+    IM_ASSERT(font_size_base >= 0.0f);
+
+    g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize });
+    if (font_size_base == 0.0f)
+        font_size_base = g.FontSizeBase; // Keep current font size
+    SetCurrentFont(font, font_size_base, 0.0f);
+}
+
+void  ImGui::PopFont()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.FontStack.Size <= 0)
+    {
+        IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!");
+        return;
+    }
+    ImFontStackData* font_stack_data = &g.FontStack.back();
+    SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling);
+    g.FontStack.pop_back();
+}
+
 //-----------------------------------------------------------------------------
 // [SECTION] ID STACK
 //-----------------------------------------------------------------------------
@@ -8662,7 +9059,7 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
     ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     ImGuiContext& g = *Ctx;
-    if (g.DebugHookIdInfo == id)
+    if (g.DebugHookIdInfoId == id)
         ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
 #endif
     return id;
@@ -8674,7 +9071,7 @@ ImGuiID ImGuiWindow::GetID(const void* ptr)
     ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     ImGuiContext& g = *Ctx;
-    if (g.DebugHookIdInfo == id)
+    if (g.DebugHookIdInfoId == id)
         ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
 #endif
     return id;
@@ -8686,7 +9083,7 @@ ImGuiID ImGuiWindow::GetID(int n)
     ImGuiID id = ImHashData(&n, sizeof(n), seed);
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     ImGuiContext& g = *Ctx;
-    if (g.DebugHookIdInfo == id)
+    if (g.DebugHookIdInfoId == id)
         ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
 #endif
     return id;
@@ -8749,7 +9146,7 @@ void ImGui::PushOverrideID(ImGuiID id)
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
-    if (g.DebugHookIdInfo == id)
+    if (g.DebugHookIdInfoId == id)
         DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
 #endif
     window->IDStack.push_back(id);
@@ -8763,7 +9160,7 @@ ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
     ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     ImGuiContext& g = *GImGui;
-    if (g.DebugHookIdInfo == id)
+    if (g.DebugHookIdInfoId == id)
         DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
 #endif
     return id;
@@ -8774,7 +9171,7 @@ ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
     ImGuiID id = ImHashData(&n, sizeof(n), seed);
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     ImGuiContext& g = *GImGui;
-    if (g.DebugHookIdInfo == id)
+    if (g.DebugHookIdInfoId == id)
         DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
 #endif
     return id;
@@ -8916,7 +9313,7 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
     return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN];
 }
 
-// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
+// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
 static const char* const GKeyNames[] =
 {
     "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
@@ -8931,7 +9328,7 @@ static const char* const GKeyNames[] =
     "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
     "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
     "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
-    "AppBack", "AppForward",
+    "AppBack", "AppForward", "Oem102",
     "GamepadStart", "GamepadBack",
     "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
     "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
@@ -8973,7 +9370,7 @@ const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
         (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : "");
     size_t len;
     if (key == ImGuiKey_None && key_chord != 0)
-        if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+'
+        if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+'
             g.TempKeychordName[len - 1] = 0;
     return g.TempKeychordName;
 }
@@ -9045,7 +9442,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
             routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
             routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
             routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner;
-            routing_entry->RoutingNextScore = 255;
+            routing_entry->RoutingNextScore = 0;
             if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner)
                 continue;
             rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
@@ -9114,23 +9511,24 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
     return routing_data;
 }
 
-// Current score encoding (lower is highest priority):
-//  -   0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive
-//  -   1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
-//  -   2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
-//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
-//  - 254: ImGuiInputFlags_RouteGlobal
-//  - 255: never route
+// Current score encoding
+//  -        0: Never route
+//  -        1: ImGuiInputFlags_RouteGlobal    (lower priority)
+//  - 100..199: ImGuiInputFlags_RouteFocused   (if window in focus-stack)
+//         200: ImGuiInputFlags_RouteGlobal  | ImGuiInputFlags_RouteOverFocused
+//         300: ImGuiInputFlags_RouteActive or ImGuiInputFlags_RouteFocused (if item active)
+//         400: ImGuiInputFlags_RouteGlobal  | ImGuiInputFlags_RouteOverActive
+//  - 500..599: ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteOverActive (if window in focus-stack) (higher priority)
 // 'flags' should include an explicit routing policy
 static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
 {
     ImGuiContext& g = *GImGui;
     if (flags & ImGuiInputFlags_RouteFocused)
     {
-        // ActiveID gets top priority
+        // ActiveID gets high priority
         // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
         if (owner_id != 0 && g.ActiveId == owner_id)
-            return 1;
+            return 300;
 
         // Score based on distance to focused window (lower is better)
         // Assuming both windows are submitting a routing request,
@@ -9140,25 +9538,32 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
         // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
         // This essentially follow the window->ParentWindowForFocusRoute chain.
         if (focus_scope_id == 0)
-            return 255;
+            return 0;
         for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
             if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
-                return 3 + index_in_focus_path;
-        return 255;
+            {
+                if (flags & ImGuiInputFlags_RouteOverActive) // && g.ActiveId != 0 && g.ActiveId != owner_id)
+                    return 599 - index_in_focus_path;
+                else
+                    return 199 - index_in_focus_path;
+            }
+        return 0;
     }
     else if (flags & ImGuiInputFlags_RouteActive)
     {
         if (owner_id != 0 && g.ActiveId == owner_id)
-            return 1;
-        return 255;
+            return 300;
+        return 0;
     }
     else if (flags & ImGuiInputFlags_RouteGlobal)
     {
         if (flags & ImGuiInputFlags_RouteOverActive)
-            return 0;
+            return 400;
+        if (owner_id != 0 && g.ActiveId == owner_id)
+            return 300;
         if (flags & ImGuiInputFlags_RouteOverFocused)
-            return 2;
-        return 254;
+            return 200;
+        return 1;
     }
     IM_ASSERT(0);
     return 0;
@@ -9198,8 +9603,10 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
     else
         IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
     IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
-    if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused))
+    if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteUnlessBgFocused))
         IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal);
+    if (flags & ImGuiInputFlags_RouteOverActive)
+        IM_ASSERT(flags & (ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteFocused));
 
     // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
     key_chord = FixupKeyChord(key_chord);
@@ -9254,17 +9661,17 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
 
     const int score = CalcRoutingScore(focus_scope_id, owner_id, flags);
     IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score);
-    if (score == 255)
+    if (score == 0)
         return false;
 
     // Submit routing for NEXT frame (assuming score is sufficient)
-    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
+    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using >= instead of >).
     ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
-    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
-    if (score < routing_data->RoutingNextScore)
+    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score >= routing_data->RoutingNextScore) : (score > routing_data->RoutingNextScore);
+    if (score > routing_data->RoutingNextScore)
     {
         routing_data->RoutingNext = owner_id;
-        routing_data->RoutingNextScore = (ImU8)score;
+        routing_data->RoutingNextScore = (ImU16)score;
     }
 
     // Return routing state for CURRENT frame
@@ -9415,6 +9822,17 @@ bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
     return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
 }
 
+// Use if you absolutely need to distinguish single-click from double-click by introducing a delay.
+// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test.
+// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
+bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]);
+    return !IsMouseDown(button) && (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay);
+}
+
 bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
 {
     ImGuiContext& g = *GImGui;
@@ -9656,7 +10074,7 @@ static void ImGui::UpdateMouseInputs()
     ImGuiIO& io = g.IO;
 
     // Mouse Wheel swapping flag
-    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
+    // As a standard behavior holding Shift while using Vertical Mouse Wheel triggers Horizontal scroll instead
     // - We avoid doing it on OSX as it the OS input layer handles this already.
     // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
     // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
@@ -9688,6 +10106,8 @@ static void ImGui::UpdateMouseInputs()
         io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
         io.MouseClickedCount[i] = 0; // Will be filled below
         io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
+        if (io.MouseReleased[i])
+            io.MouseReleasedTime[i] = g.Time;
         io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
         io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
         if (io.MouseClicked[i])
@@ -9819,8 +10239,9 @@ void ImGui::UpdateMouseWheel()
         {
             const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
             SetWindowPos(window, window->Pos + offset, 0);
-            window->Size = ImTrunc(window->Size * scale);
+            window->Size = ImTrunc(window->Size * scale); // FIXME: Legacy-ish code, call SetWindowSize()?
             window->SizeFull = ImTrunc(window->SizeFull * scale);
+            MarkIniSettingsDirty(window);
         }
         return;
     }
@@ -9832,7 +10253,7 @@ void ImGui::UpdateMouseWheel()
     if (g.IO.MouseWheelRequestAxisSwap)
         wheel = ImVec2(wheel.y, 0.0f);
 
-    // Maintain a rough average of moving magnitude on both axises
+    // Maintain a rough average of moving magnitude on both axes
     // FIXME: should by based on wall clock time rather than frame-counter
     g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
     g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
@@ -9845,7 +10266,7 @@ void ImGui::UpdateMouseWheel()
 
     // Mouse wheel scrolling: find target and apply
     // - don't renew lock if axis doesn't apply on the window.
-    // - select a main axis when both axises are being moved.
+    // - select a main axis when both axes are being moved.
     if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
         if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
         {
@@ -9856,7 +10277,7 @@ void ImGui::UpdateMouseWheel()
             {
                 LockWheelingWindow(window, wheel.x);
                 float max_step = window->InnerRect.GetWidth() * 0.67f;
-                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
+                float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step));
                 SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
                 g.WheelingWindowScrolledFrame = g.FrameCount;
             }
@@ -9864,7 +10285,7 @@ void ImGui::UpdateMouseWheel()
             {
                 LockWheelingWindow(window, wheel.y);
                 float max_step = window->InnerRect.GetHeight() * 0.67f;
-                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
+                float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step));
                 SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
                 g.WheelingWindowScrolledFrame = g.FrameCount;
             }
@@ -9887,13 +10308,17 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
 static const char* GetInputSourceName(ImGuiInputSource source)
 {
     const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" };
-    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
+    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
+    if (source < 0 || source >= ImGuiInputSource_COUNT)
+        return "Unknown";
     return input_source_names[source];
 }
 static const char* GetMouseSourceName(ImGuiMouseSource source)
 {
     const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
-    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
+    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT);
+    if (source < 0 || source >= ImGuiMouseSource_COUNT)
+        return "Unknown";
     return mouse_source_names[source];
 }
 static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
@@ -9981,12 +10406,16 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
             if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
                 break;
 
+            if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed.
+            {
+                key_changed = true;
+                key_changed_mask.SetBit(key_data_index);
+                if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
+                    key_changed_nonchar = true;
+            }
+
             key_data->Down = e->Key.Down;
             key_data->AnalogValue = e->Key.AnalogValue;
-            key_changed = true;
-            key_changed_mask.SetBit(key_data_index);
-            if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
-                key_changed_nonchar = true;
         }
         else if (e->Type == ImGuiInputEventType_Text)
         {
@@ -10247,7 +10676,6 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID own
     return true;
 }
 
-
 //-----------------------------------------------------------------------------
 // [SECTION] ERROR CHECKING, STATE RECOVERY
 //-----------------------------------------------------------------------------
@@ -10284,36 +10712,44 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
     return !error;
 }
 
-// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
-// This is causing issues and ambiguity and we need to retire that.
-// See https://github.com/ocornut/imgui/issues/5548 for more details.
-// [Scenario 1]
+// Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos()
+// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing
+// windows, table column contents size used for auto-resizing columns, group size).
+// This was causing issues and ambiguities and we needed to retire that.
+// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED.
+//
 //  Previously this would make the window content size ~200x200:
-//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
+//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();                      // NOT OK ANYMORE
 //  Instead, please submit an item:
 //    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
 //  Alternative:
 //    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
-// [Scenario 2]
-//  For reference this is one of the issue what we aim to fix with this change:
-//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
-//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
-//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
+//
+// The assert below detects when the _last_ call in a window was a SetCursorPos() not followed by an Item,
+// and with a position that would grow the parent contents size.
+//
+// Advanced:
+// - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos())
+//   had a side-effect on layout! In particular this caused problem to compute group boundaries.
+//   e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the
+//   group to be taller because auto-sizing generally adds padding on bottom and right side.
+// - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect.
+//   Using vertical alignment patterns would frequently trigger this sorts of issue.
+// - See https://github.com/ocornut/imgui/issues/5548 for more details.
 void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
     IM_ASSERT(window->DC.IsSetPos);
     window->DC.IsSetPos = false;
-#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
         return;
     if (window->SkipItems)
         return;
-    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
-#else
-    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
-#endif
+    IM_ASSERT_USER_ERROR(0, "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries.\nPlease submit an item e.g. Dummy() afterwards in order to grow window/parent boundaries.");
+
+    // For reference, the old behavior was essentially:
+    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
 }
 
 static void ImGui::ErrorCheckNewFrameSanityChecks()
@@ -10341,19 +10777,23 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
     IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
     IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
     IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
-    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
     IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
     IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
     IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
-    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
+    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!");
+    IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f                   && "Invalid style setting!"); // Required otherwise cannot resize from borders.
     IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
     IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
+    IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes);
 
     // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way.
     if (g.IO.ConfigErrorRecovery)
         IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL);
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    if (g.IO.FontGlobalScale > 1.0f)
+        IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!");
+
     // Remap legacy names
     if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)
     {
@@ -10427,8 +10867,16 @@ void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_
         ImGuiWindow* window = g.CurrentWindow;
         if (window->Flags & ImGuiWindowFlags_ChildWindow)
         {
-            IM_ASSERT_USER_ERROR(0, "Missing EndChild()");
-            EndChild();
+            if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow)
+            {
+                IM_ASSERT_USER_ERROR(0, "Missing EndTable()");
+                EndTable();
+            }
+            else
+            {
+                IM_ASSERT_USER_ERROR(0, "Missing EndChild()");
+                EndChild();
+            }
         }
         else
         {
@@ -10466,6 +10914,11 @@ void    ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryStat
         IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()");
         EndMultiSelect();
     }
+    if (window->DC.MenuBarAppending) //-V1044
+    {
+        IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()");
+        EndMenuBar();
+    }
     while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044
     {
         IM_ASSERT_USER_ERROR(0, "Missing TreePop()");
@@ -10542,7 +10995,7 @@ bool    ImGui::ErrorLog(const char* msg)
     // Output to tooltip
     if (g.IO.ConfigErrorRecoveryEnableTooltip)
     {
-        if (BeginErrorTooltip())
+        if (g.WithinFrameScope && BeginErrorTooltip())
         {
             if (g.ErrorCountCurrentFrame < 20)
             {
@@ -10571,33 +11024,41 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip()
 {
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     ImGuiContext& g = *GImGui;
-    if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false)
+    if (g.DebugDrawIdConflictsId != 0 && g.IO.KeyCtrl == false)
         g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount;
-    if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip())
+    if (g.DebugDrawIdConflictsId != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip())
     {
         Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount);
         BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!");
         BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!");
         //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused.
-        BulletText("Set io.ConfigDebugDetectIdConflicts=false to disable this warning in non-programmers builds.");
+        BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds.");
         Separator();
-        Text("(Hold CTRL to: use");
-        SameLine();
-        if (SmallButton("Item Picker"))
-            DebugStartItemPicker();
-        SameLine();
-        Text("to break in item call-stack, or");
-        SameLine();
-        if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL)
-            g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage");
+        if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker)
+        {
+            Text("(Hold Ctrl to: use ");
+            SameLine(0.0f, 0.0f);
+            if (SmallButton("Item Picker"))
+                DebugStartItemPicker();
+            SameLine(0.0f, 0.0f);
+            Text(" to break in item call-stack, or ");
+        }
+        else
+        {
+            Text("(Hold Ctrl to: ");
+        }
+        SameLine(0.0f, 0.0f);
+        TextLinkOpenURL("read FAQ \"About ID Stack System\"", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage");
+        SameLine(0.0f, 0.0f);
+        Text(")");
         EndErrorTooltip();
     }
 
     if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame
     {
         Separator();
-        Text("(Hold CTRL to:");
-        SameLine();
+        Text("(Hold Ctrl to: ");
+        SameLine(0.0f, 0.0f);
         if (SmallButton("Enable Asserts"))
             g.IO.ConfigErrorRecoveryEnableAssert = true;
         //SameLine();
@@ -10610,7 +11071,7 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip()
 #endif
 }
 
-// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it.
+// Pseudo-tooltip. Follow mouse until Ctrl is held. When Ctrl is held we lock position, allowing to click it.
 bool ImGui::BeginErrorTooltip()
 {
     ImGuiContext& g = *GImGui;
@@ -10653,8 +11114,8 @@ void ImGui::KeepAliveID(ImGuiID id)
     ImGuiContext& g = *GImGui;
     if (g.ActiveId == id)
         g.ActiveIdIsAlive = id;
-    if (g.ActiveIdPreviousFrame == id)
-        g.ActiveIdPreviousFrameIsAlive = true;
+    if (g.DeactivatedItemData.ID == id)
+        g.DeactivatedItemData.IsAlive = true;
 }
 
 // Declare item bounding box for clipping and interaction.
@@ -10692,7 +11153,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
         // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
         if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav))
         {
-            // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
+            // FIXME-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
             window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
             if (g.NavId == id || g.NavAnyRequest)
                 if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
@@ -10733,12 +11194,30 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
         // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
         // READ THE FAQ: https://dearimgui.com/faq
         IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
+
+        // [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED.
+        // This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd().
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+        if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0)
+        {
+            int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast.
+            int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1);
+            if (*p_alive == g.FrameCount)
+                *p_highlight = g.FrameCount;
+            *p_alive = g.FrameCount;
+            if (*p_highlight >= g.FrameCount - 1)
+                window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
+        }
+#endif
     }
     //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
     //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0)
     //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
 #endif
 
+    if (id != 0 && g.DeactivatedItemData.ID == id)
+        g.DeactivatedItemData.ElapseFrame = g.FrameCount;
+
     // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
     if (is_rect_visible)
         g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
@@ -11098,7 +11577,8 @@ void ImGui::BeginGroup()
     group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
     group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
     group_data.BackupIsSameLine = window->DC.IsSameLine;
-    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
+    group_data.BackupActiveIdHasBeenEditedThisFrame = g.ActiveIdHasBeenEditedThisFrame;
+    group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive;
     group_data.EmitItem = true;
 
     window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
@@ -11149,11 +11629,11 @@ void ImGui::EndGroup()
     // Also if you grep for LastItemId you'll notice it is only used in that context.
     // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
     const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
-    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
+    const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true);
     if (group_contains_curr_active_id)
         g.LastItemData.ID = g.ActiveId;
-    else if (group_contains_prev_active_id)
-        g.LastItemData.ID = g.ActiveIdPreviousFrame;
+    else if (group_contains_deactivated_id)
+        g.LastItemData.ID = g.DeactivatedItemData.ID;
     g.LastItemData.Rect = group_bb;
 
     // Forward Hovered flag
@@ -11162,12 +11642,12 @@ void ImGui::EndGroup()
         g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
 
     // Forward Edited flag
-    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
+    if (g.ActiveIdHasBeenEditedThisFrame && !group_data.BackupActiveIdHasBeenEditedThisFrame)
         g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
 
     // Forward Deactivated flag
     g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
-    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
+    if (group_contains_deactivated_id)
         g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
 
     g.GroupStack.pop_back();
@@ -11211,7 +11691,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
             }
             scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
         }
-        scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
+        scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0f));
         if (!window->Collapsed && !window->SkipItems)
             scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
     }
@@ -11444,10 +11924,10 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
         // - offset visibility to increase visibility around mouse.
         // - never clamp within outer viewport boundary.
         // We call SetNextWindowPos() to enforce position and disable clamping.
-        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
+        // See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones).
         //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
         const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen);
-        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
+        if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
         {
             ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale);
             ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f);
@@ -11455,20 +11935,21 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
         }
 
         SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
-        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
+        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkerboard has issue with transparent colors :(
         tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
     }
 
-    const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d";
-    char window_name[32];
-    ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount);
-    if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active)
+    // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
+    if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active && !IsWindowInBeginStack(g.TooltipPreviousWindow))
     {
-        // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
         //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name);
         SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow);
-        ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount);
+        g.TooltipOverrideCount++;
     }
+
+    const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d";
+    char window_name[32];
+    ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount);
     ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
     Begin(window_name, NULL, flags | extra_window_flags);
     // 2023-03-09: Added bool return value to the API, but currently always returning true.
@@ -11586,13 +12067,50 @@ ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
     return NULL;
 }
 
-void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
+
+// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
+// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
+// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
+// - WindowA            // FindBlockingModal() returns Modal1
+//   - WindowB          //                  .. returns Modal1
+//   - Modal1           //                  .. returns Modal2
+//      - WindowC       //                  .. returns Modal2
+//          - WindowD   //                  .. returns Modal2
+//          - Modal2    //                  .. returns Modal2
+//            - WindowE //                  .. returns NULL
+// Notes:
+// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
+//   Only difference is here we check for ->Active/WasActive but it may be unnecessary.
+ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
 {
     ImGuiContext& g = *GImGui;
-    ImGuiID id = g.CurrentWindow->GetID(str_id);
-    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
-    OpenPopupEx(id, popup_flags);
-}
+    if (g.OpenPopupStack.Size <= 0)
+        return NULL;
+
+    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
+    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
+    {
+        ImGuiWindow* popup_window = popup_data.Window;
+        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
+            continue;
+        if (!popup_window->Active && !popup_window->WasActive)  // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
+            continue;
+        if (window == NULL)                                     // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
+            return popup_window;
+        if (IsWindowWithinBeginStackOf(window, popup_window))   // Window may be over modal
+            continue;
+        return popup_window;                                    // Place window right below first block modal
+    }
+    return NULL;
+}
+
+void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = g.CurrentWindow->GetID(str_id);
+    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
+    OpenPopupEx(id, popup_flags);
+}
 
 void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
 {
@@ -11786,17 +12304,32 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags)
     }
 
     char name[20];
-    if (extra_window_flags & ImGuiWindowFlags_ChildMenu)
-        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
-    else
-        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
+    IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx()
+    ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame
 
     bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
     if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
         EndPopup();
-
     //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
+    return is_open;
+}
 
+bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    char name[128];
+    IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu);
+    ImFormatString(name, IM_ARRAYSIZE(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth
+    bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
+    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+        EndPopup();
+    //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
     return is_open;
 }
 
@@ -11833,7 +12366,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
     // Center modal windows by default for increased visibility
     // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
     // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
-    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
+    if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
     {
         const ImGuiViewport* viewport = GetMainViewport();
         SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
@@ -11855,19 +12388,22 @@ void ImGui::EndPopup()
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
-    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
-    IM_ASSERT(g.BeginPopupStack.Size > 0);
+    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || g.BeginPopupStack.Size == 0)
+    {
+        IM_ASSERT_USER_ERROR(0, "Calling EndPopup() too many times or in wrong window!");
+        return;
+    }
 
     // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
     if (g.NavWindow == window)
         NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
 
     // Child-popups don't need to be laid out
-    IM_ASSERT(g.WithinEndChild == false);
+    const ImGuiID backup_within_end_child_id = g.WithinEndChildID;
     if (window->Flags & ImGuiWindowFlags_ChildWindow)
-        g.WithinEndChild = true;
+        g.WithinEndChildID = window->ID;
     End();
-    g.WithinEndChild = false;
+    g.WithinEndChildID = backup_within_end_child_id;
 }
 
 // Helper to open a popup if mouse button is released over the item
@@ -11957,10 +12493,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
     // Combo Box policy (we want a connecting edge)
     if (policy == ImGuiPopupPositionPolicy_ComboBox)
     {
-        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
+        const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
         for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
         {
-            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n];
             if (n != -1 && dir == *last_dir) // Already tried this direction?
                 continue;
             ImVec2 pos;
@@ -11979,10 +12515,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
     // (Always first try the direction we used on the last frame, if any)
     if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
     {
-        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
+        const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
         for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
         {
-            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n];
             if (n != -1 && dir == *last_dir) // Already tried this direction?
                 continue;
 
@@ -12003,90 +12539,357 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
             pos.x = ImMax(pos.x, r_outer.Min.x);
             pos.y = ImMax(pos.y, r_outer.Min.y);
 
-            *last_dir = dir;
-            return pos;
-        }
+            *last_dir = dir;
+            return pos;
+        }
+    }
+
+    // Fallback when not enough room:
+    *last_dir = ImGuiDir_None;
+
+    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+    if (policy == ImGuiPopupPositionPolicy_Tooltip)
+        return ref_pos + ImVec2(2, 2);
+
+    // Otherwise try to keep within display
+    ImVec2 pos = ref_pos;
+    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+    return pos;
+}
+
+// Note that this is used for popups, which can overlap the non work-area of individual viewports.
+ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_UNUSED(window);
+    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
+    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
+    return r_screen;
+}
+
+ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+
+    ImRect r_outer = GetPopupAllowedExtentRect(window);
+    if (window->Flags & ImGuiWindowFlags_ChildMenu)
+    {
+        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
+        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
+        IM_ASSERT(g.CurrentWindow == window);
+        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
+        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
+        ImRect r_avoid;
+        if (parent_window->DC.MenuBarAppending)
+            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
+        else
+            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
+    }
+    if (window->Flags & ImGuiWindowFlags_Popup)
+    {
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
+    }
+    if (window->Flags & ImGuiWindowFlags_Tooltip)
+    {
+        // Position tooltip (always follows mouse + clamp within outer boundaries)
+        // FIXME:
+        // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default).
+        // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position.
+        // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling
+        //   as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin().
+        IM_ASSERT(g.CurrentWindow == window);
+        const float scale = g.Style.MouseCursorScale;
+        const ImVec2 ref_pos = NavCalcPreferredRefPos();
+
+        if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse)
+        {
+            ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size);
+            if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size)))
+                return tooltip_pos;
+        }
+
+        ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
+        ImRect r_avoid;
+        if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos)
+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
+        else
+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
+        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
+
+        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
+    }
+    IM_ASSERT(0);
+    return window->Pos;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] WINDOW FOCUS
+//----------------------------------------------------------------------------
+// - SetWindowFocus()
+// - SetNextWindowFocus()
+// - IsWindowFocused()
+// - UpdateWindowInFocusOrderList() [Internal]
+// - BringWindowToFocusFront() [Internal]
+// - BringWindowToDisplayFront() [Internal]
+// - BringWindowToDisplayBack() [Internal]
+// - BringWindowToDisplayBehind() [Internal]
+// - FindWindowDisplayIndex() [Internal]
+// - FocusWindow() [Internal]
+// - FocusTopMostWindowUnderOne() [Internal]
+//-----------------------------------------------------------------------------
+
+void ImGui::SetWindowFocus()
+{
+    FocusWindow(GImGui->CurrentWindow);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+    if (name)
+    {
+        if (ImGuiWindow* window = FindWindowByName(name))
+            FocusWindow(window);
+    }
+    else
+    {
+        FocusWindow(NULL);
+    }
+}
+
+void ImGui::SetNextWindowFocus()
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus;
+}
+
+// Similar to IsWindowHovered()
+bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* ref_window = g.NavWindow;
+    ImGuiWindow* cur_window = g.CurrentWindow;
+
+    if (ref_window == NULL)
+        return false;
+    if (flags & ImGuiFocusedFlags_AnyWindow)
+        return true;
+
+    IM_ASSERT(cur_window); // Not inside a Begin()/End()
+    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
+    if (flags & ImGuiFocusedFlags_RootWindow)
+        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+
+    if (flags & ImGuiFocusedFlags_ChildWindows)
+        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+    else
+        return (ref_window == cur_window);
+}
+
+static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_UNUSED(g);
+    int order = window->FocusOrder;
+    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
+    IM_ASSERT(g.WindowsFocusOrder[order] == window);
+    return order;
+}
+
+static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
+    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
+    if ((just_created || child_flag_changed) && !new_is_explicit_child)
+    {
+        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
+        g.WindowsFocusOrder.push_back(window);
+        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
+    }
+    else if (!just_created && child_flag_changed && new_is_explicit_child)
+    {
+        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
+        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
+            g.WindowsFocusOrder[n]->FocusOrder--;
+        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
+        window->FocusOrder = -1;
+    }
+    window->IsExplicitChild = new_is_explicit_child;
+}
+
+void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(window == window->RootWindow);
+
+    const int cur_order = window->FocusOrder;
+    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
+    if (g.WindowsFocusOrder.back() == window)
+        return;
+
+    const int new_order = g.WindowsFocusOrder.Size - 1;
+    for (int n = cur_order; n < new_order; n++)
+    {
+        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
+        g.WindowsFocusOrder[n]->FocusOrder--;
+        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
+    }
+    g.WindowsFocusOrder[new_order] = window;
+    window->FocusOrder = (short)new_order;
+}
+
+// Note technically focus related but rather adjacent and close to BringWindowToFocusFront()
+void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* current_front_window = g.Windows.back();
+    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+        return;
+    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
+        if (g.Windows[i] == window)
+        {
+            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
+            g.Windows[g.Windows.Size - 1] = window;
+            break;
+        }
+}
+
+void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.Windows[0] == window)
+        return;
+    for (int i = 0; i < g.Windows.Size; i++)
+        if (g.Windows[i] == window)
+        {
+            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
+            g.Windows[0] = window;
+            break;
+        }
+}
+
+void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
+{
+    IM_ASSERT(window != NULL && behind_window != NULL);
+    ImGuiContext& g = *GImGui;
+    window = window->RootWindow;
+    behind_window = behind_window->RootWindow;
+    int pos_wnd = FindWindowDisplayIndex(window);
+    int pos_beh = FindWindowDisplayIndex(behind_window);
+    if (pos_wnd < pos_beh)
+    {
+        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
+        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
+        g.Windows[pos_beh - 1] = window;
+    }
+    else
+    {
+        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
+        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
+        g.Windows[pos_beh] = window;
+    }
+}
+
+int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    return g.Windows.index_from_ptr(g.Windows.find(window));
+}
+
+// Moving window to front of display and set focus (which happens to be back of our sorted list)
+void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Modal check?
+    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
+        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
+        {
+            // This block would typically be reached in two situations:
+            // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag.
+            // - User clicking on void or anything behind a modal while a modal is open (window == NULL)
+            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
+            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+                BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?)
+            ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals
+            return;
+        }
+
+    // Find last focused child (if any) and focus it instead.
+    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
+        window = NavRestoreLastChildNavWindow(window);
+
+    // Apply focus
+    if (g.NavWindow != window)
+    {
+        SetNavWindow(window);
+        if (window && g.NavHighlightItemUnderNav)
+            g.NavMousePosDirty = true;
+        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+        g.NavLayer = ImGuiNavLayer_Main;
+        SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
+        g.NavIdIsAlive = false;
+        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+
+        // Close popups if any
+        ClosePopupsOverWindow(window, false);
     }
 
-    // Fallback when not enough room:
-    *last_dir = ImGuiDir_None;
+    // Move the root window to the top of the pile
+    IM_ASSERT(window == NULL || window->RootWindow != NULL);
+    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
+    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
 
-    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
-    if (policy == ImGuiPopupPositionPolicy_Tooltip)
-        return ref_pos + ImVec2(2, 2);
+    // Steal active widgets. Some of the cases it triggers includes:
+    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
+    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+        if (!g.ActiveIdNoClearOnFocusLoss)
+            ClearActiveID();
 
-    // Otherwise try to keep within display
-    ImVec2 pos = ref_pos;
-    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
-    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
-    return pos;
-}
+    // Passing NULL allow to disable keyboard focus
+    if (!window)
+        return;
 
-// Note that this is used for popups, which can overlap the non work-area of individual viewports.
-ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
-{
-    ImGuiContext& g = *GImGui;
-    IM_UNUSED(window);
-    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
-    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
-    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
-    return r_screen;
+    // Bring to front
+    BringWindowToFocusFront(focus_front_window);
+    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+        BringWindowToDisplayFront(display_front_window);
 }
 
-ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
+void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
 {
     ImGuiContext& g = *GImGui;
-
-    ImRect r_outer = GetPopupAllowedExtentRect(window);
-    if (window->Flags & ImGuiWindowFlags_ChildMenu)
-    {
-        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
-        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
-        IM_ASSERT(g.CurrentWindow == window);
-        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
-        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
-        ImRect r_avoid;
-        if (parent_window->DC.MenuBarAppending)
-            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
-        else
-            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
-        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
-    }
-    if (window->Flags & ImGuiWindowFlags_Popup)
+    IM_UNUSED(filter_viewport); // Unused in master branch.
+    int start_idx = g.WindowsFocusOrder.Size - 1;
+    if (under_this_window != NULL)
     {
-        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
+        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
+        int offset = -1;
+        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
+        {
+            under_this_window = under_this_window->ParentWindow;
+            offset = 0;
+        }
+        start_idx = FindWindowFocusIndex(under_this_window) + offset;
     }
-    if (window->Flags & ImGuiWindowFlags_Tooltip)
+    for (int i = start_idx; i >= 0; i--)
     {
-        // Position tooltip (always follows mouse + clamp within outer boundaries)
-        // FIXME:
-        // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default).
-        // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position.
-        // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling
-        //   as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin().
-        IM_ASSERT(g.CurrentWindow == window);
-        const float scale = g.Style.MouseCursorScale;
-        const ImVec2 ref_pos = NavCalcPreferredRefPos();
-
-        if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse)
+        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
+        ImGuiWindow* window = g.WindowsFocusOrder[i];
+        if (window == ignore_window || !window->WasActive)
+            continue;
+        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
         {
-            ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size);
-            if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size)))
-                return tooltip_pos;
+            FocusWindow(window, flags);
+            return;
         }
-
-        ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
-        ImRect r_avoid;
-        if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos)
-            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
-        else
-            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
-        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
-
-        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
     }
-    IM_ASSERT(0);
-    return window->Pos;
+    FocusWindow(NULL, flags);
 }
 
 //-----------------------------------------------------------------------------
@@ -12201,7 +13004,7 @@ static float inline NavScoreItemDistInterval(float cand_min, float cand_max, flo
 }
 
 // Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057
-static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
+static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
@@ -12209,7 +13012,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
         return false;
 
     // FIXME: Those are not good variables names
-    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
+    ImRect cand = nav_bb;                   // Current item nav rectangle
     const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
     g.NavScoringDebugCount++;
 
@@ -12266,7 +13069,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
     const ImGuiDir move_dir = g.NavMoveDir;
 #if IMGUI_DEBUG_NAV_SCORING
     char buf[200];
-    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
+    if (g.IO.KeyCtrl) // Hold Ctrl to preview score in matching quadrant. Ctrl+Arrow to rotate.
     {
         if (quadrant == move_dir)
         {
@@ -12376,13 +13179,13 @@ static void ImGui::NavProcessItem()
     const ImGuiID id = g.LastItemData.ID;
     const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags;
 
-    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
+    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816)
+    ImRect nav_bb = g.LastItemData.NavRect;
     if (window->DC.NavIsScrollPushableX == false)
     {
-        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
-        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+        nav_bb.Min.x = ImClamp(nav_bb.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+        nav_bb.Max.x = ImClamp(nav_bb.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
     }
-    const ImRect nav_bb = g.LastItemData.NavRect;
 
     // Process Init Request
     if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
@@ -12414,15 +13217,19 @@ static void ImGui::NavProcessItem()
             else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
             {
                 ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
-                if (NavScoreItem(result))
+                if (NavScoreItem(result, nav_bb))
                     NavApplyItemToResult(result);
 
                 // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
                 const float VISIBLE_RATIO = 0.70f;
-                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
-                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
-                        if (NavScoreItem(&g.NavMoveResultLocalVisible))
-                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);
+                if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
+                {
+                    const ImRect& r = window->InnerRect; // window->ClipRect
+                    if (r.Overlaps(nav_bb))
+                        if (ImClamp(nav_bb.Max.y, r.Min.y, r.Max.y) - ImClamp(nav_bb.Min.y, r.Min.y, r.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
+                            if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb))
+                                NavApplyItemToResult(&g.NavMoveResultLocalVisible);
+                }
             }
         }
     }
@@ -12551,8 +13358,8 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
     NavUpdateAnyRequestFlag();
 }
 
-// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
-void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data)
+// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsToParent
+void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data)
 {
     ImGuiContext& g = *GImGui;
     g.NavMoveScoringItems = false;
@@ -12701,6 +13508,9 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
 
     const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;
 
+    if (source != ImGuiInputSource_Mouse && !activated_shortcut && window == NULL)
+        source = ImGuiInputSource_Mouse;
+
     // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
     if (source == ImGuiInputSource_Mouse)
     {
@@ -12716,11 +13526,11 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
         ImRect ref_rect;
         if (activated_shortcut)
             ref_rect = g.LastItemData.NavRect;
-        else
+        else if (window != NULL)
             ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
 
         // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
-        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
+        if (window != NULL && window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
         {
             ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
             ref_rect.Translate(window->Scroll - next_scroll);
@@ -12809,7 +13619,7 @@ static void ImGui::NavUpdate()
     if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
         g.NavWindow->NavLastChildNavWindow = NULL;
 
-    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
+    // Update Ctrl+Tab and Windowing features (hold Square to move/resize/etc.)
     NavUpdateWindowing();
 
     // Set output flags for user application
@@ -12880,7 +13690,7 @@ static void ImGui::NavUpdate()
     {
         // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
         ImGuiWindow* window = g.NavWindow;
-        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+        const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
         const ImGuiDir move_dir = g.NavMoveDir;
         if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
         {
@@ -13017,16 +13827,11 @@ void ImGui::NavUpdateCreateMoveRequest()
 
     // Update PageUp/PageDown/Home/End scroll
     // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
-    float scoring_rect_offset_y = 0.0f;
+    float scoring_page_offset_y = 0.0f;
     if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
-        scoring_rect_offset_y = NavUpdatePageUpPageDown();
-    if (scoring_rect_offset_y != 0.0f)
-    {
-        g.NavScoringNoClipRect = window->InnerRect;
-        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
-    }
+        scoring_page_offset_y = NavUpdatePageUpPageDown();
 
-    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
+    // [DEBUG] Always send a request when holding Ctrl. Hold Ctrl + Arrow change the direction.
 #if IMGUI_DEBUG_NAV_SCORING
     //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
     //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
@@ -13070,8 +13875,8 @@ void ImGui::NavUpdateCreateMoveRequest()
         if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
         {
             IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
-            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
-            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
+            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f);
+            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
             inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
             inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
             inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
@@ -13081,21 +13886,33 @@ void ImGui::NavUpdateCreateMoveRequest()
         }
     }
 
+    // Prepare scoring rectangle.
     // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
     ImRect scoring_rect;
     if (window != NULL)
     {
         ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
         scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
-        scoring_rect.TranslateY(scoring_rect_offset_y);
+
+        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)
+        {
+            // When we start from a visible location, score visible items and prioritize this result.
+            if (window->InnerRect.Contains(scoring_rect))
+                g.NavMoveFlags |= ImGuiNavMoveFlags_AlsoScoreVisibleSet;
+            g.NavScoringNoClipRect = scoring_rect;
+            scoring_rect.TranslateY(scoring_page_offset_y);
+            g.NavScoringNoClipRect.Add(scoring_rect);
+        }
+
+        //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Pre-bias
         if (g.NavMoveSubmitted)
             NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
         IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
-        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
-        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
+        //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Post-bias
+        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRectFilled(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(100, 255, 0, 80)); } // [DEBUG]
     }
     g.NavScoringRect = scoring_rect;
-    g.NavScoringNoClipRect.Add(scoring_rect);
+    //g.NavScoringNoClipRect.Add(scoring_rect);
 }
 
 void ImGui::NavUpdateCreateTabbingRequest()
@@ -13230,6 +14047,8 @@ void ImGui::NavMoveRequestApplyResult()
     {
         g.NavNextActivateId = result->ID;
         g.NavNextActivateFlags = ImGuiActivateFlags_None;
+        if (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)
+            g.NavNextActivateFlags |= ImGuiActivateFlags_FromFocusApi;
         if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
             g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
     }
@@ -13314,7 +14133,7 @@ static float ImGui::NavUpdatePageUpPageDown()
     if (g.NavLayer != ImGuiNavLayer_Main)
         NavRestoreLayer(ImGuiNavLayer_Main);
 
-    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
+    if ((window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Main)) == 0 && window->DC.NavWindowHasScrollY)
     {
         // Fallback manual-scroll when window has no navigable item
         if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
@@ -13329,21 +14148,21 @@ static float ImGui::NavUpdatePageUpPageDown()
     else
     {
         ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
-        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
+        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight());
         float nav_scoring_rect_offset_y = 0.0f;
         if (IsKeyPressed(ImGuiKey_PageUp, true))
         {
             nav_scoring_rect_offset_y = -page_offset_y;
             g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
             g.NavMoveClipDir = ImGuiDir_Up;
-            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later
         }
         else if (IsKeyPressed(ImGuiKey_PageDown, true))
         {
             nav_scoring_rect_offset_y = +page_offset_y;
             g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
             g.NavMoveClipDir = ImGuiDir_Down;
-            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later
         }
         else if (home_pressed)
         {
@@ -13375,7 +14194,7 @@ static void ImGui::NavEndFrame()
 {
     ImGuiContext& g = *GImGui;
 
-    // Show CTRL+TAB list window
+    // Show Ctrl+Tab list window
     if (g.NavWindowingTarget != NULL)
         NavUpdateWindowingOverlay();
 
@@ -13445,14 +14264,12 @@ static void ImGui::NavUpdateCreateWrappingRequest()
     NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
 }
 
-static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
+// Can we focus this window with Ctrl+Tab (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with Ctrl+Tab but it can still be focused with mouse or programmatically.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
+bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
 {
-    ImGuiContext& g = *GImGui;
-    IM_UNUSED(g);
-    int order = window->FocusOrder;
-    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
-    IM_ASSERT(g.WindowsFocusOrder[order] == window);
-    return order;
+    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
 }
 
 static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
@@ -13483,8 +14300,36 @@ static void NavUpdateWindowingTarget(int focus_change_dir)
     g.NavWindowingToggleLayer = false;
 }
 
+// Apply focus and close overlay
+static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)
+    {
+        ClearActiveID();
+        SetNavCursorVisibleAfterMove();
+        ClosePopupsOverWindow(apply_focus_window, false);
+        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
+        IM_ASSERT(g.NavWindow != NULL);
+        apply_focus_window = g.NavWindow;
+        if (apply_focus_window->NavLastIds[0] == 0)
+            NavInitWindow(apply_focus_window, false);
+
+        // If the window has ONLY a menu layer (no main layer), select it directly
+        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
+        // so Ctrl+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
+        // the target window as already been previewed once.
+        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
+        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
+        // won't be valid.
+        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
+            g.NavLayer = ImGuiNavLayer_Menu;
+    }
+    g.NavWindowingTarget = NULL;
+}
+
 // Windowing management mode
-// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
+// Keyboard: Ctrl+Tab (change focus/move/resize), Alt (toggle menu layer)
 // Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
 static void ImGui::NavUpdateWindowing()
 {
@@ -13495,7 +14340,7 @@ static void ImGui::NavUpdateWindowing()
     bool apply_toggle_layer = false;
 
     ImGuiWindow* modal_window = GetTopMostPopupModal();
-    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
+    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent Ctrl+Tab from being usable with windows that are inside the Begin-stack of that modal.
     if (!allow_windowing)
         g.NavWindowingTarget = NULL;
 
@@ -13507,24 +14352,31 @@ static void ImGui::NavUpdateWindowing()
             g.NavWindowingTargetAnim = NULL;
     }
 
-    // Start CTRL+Tab or Square+L/R window selection
+    // Start Ctrl+Tab or Square+L/R window selection
     // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
-    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
+    const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing");
     const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
     const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
     const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
     const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
-    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None);
+    const bool start_toggling_with_gamepad = nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id);
+    const bool start_windowing_with_gamepad = allow_windowing && start_toggling_with_gamepad;
     const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
     bool just_started_windowing_from_null_focus = false;
+    if (start_toggling_with_gamepad)
+    {
+        g.NavWindowingToggleLayer = true; // Gamepad starts toggling layer
+        g.NavWindowingToggleKey = ImGuiKey_NavGamepadMenu;
+        g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad;
+    }
     if (start_windowing_with_gamepad || start_windowing_with_keyboard)
-        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
+        if (ImGuiWindow* window = (g.NavWindow && IsWindowNavFocusable(g.NavWindow)) ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
         {
-            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
+            if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad)
+                g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
             g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
             g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
-            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
-            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
+            g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
             if (g.NavWindow == NULL)
                 just_started_windowing_from_null_focus = true;
 
@@ -13534,18 +14386,22 @@ static void ImGui::NavUpdateWindowing()
         }
 
     // Gamepad update
-    g.NavWindowingTimer += io.DeltaTime;
-    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
+    if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad)
     {
-        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
-        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
-
-        // Select window to focus
-        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
-        if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
+        if (g.NavWindowingTarget != NULL)
         {
-            NavUpdateWindowingTarget(focus_change_dir);
-            g.NavWindowingHighlightAlpha = 1.0f;
+            // Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise
+            // However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast.
+            g.NavWindowingTimer += io.DeltaTime;
+            g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
+
+            // Select window to focus
+            const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
+            if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
+            {
+                NavUpdateWindowingTarget(focus_change_dir);
+                g.NavWindowingHighlightAlpha = 1.0f;
+            }
         }
 
         // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
@@ -13557,15 +14413,17 @@ static void ImGui::NavUpdateWindowing()
             else if (!g.NavWindowingToggleLayer)
                 apply_focus_window = g.NavWindowingTarget;
             g.NavWindowingTarget = NULL;
+            g.NavWindowingToggleLayer = false;
         }
     }
 
     // Keyboard: Focus
-    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
+    if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
     {
-        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
+        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast Ctrl+Tab doesn't add visual noise
         ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
         IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
+        g.NavWindowingTimer += io.DeltaTime;
         g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
         if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus)
             NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1);
@@ -13573,19 +14431,20 @@ static void ImGui::NavUpdateWindowing()
             apply_focus_window = g.NavWindowingTarget;
     }
 
-    // Keyboard: Press and Release ALT to toggle menu layer
+    // Keyboard: Press and Release Alt to toggle menu layer
     const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
     bool windowing_toggle_layer_start = false;
-    for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
-        if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
-        {
-            windowing_toggle_layer_start = true;
-            g.NavWindowingToggleLayer = true;
-            g.NavWindowingToggleKey = windowing_toggle_key;
-            g.NavInputSource = ImGuiInputSource_Keyboard;
-            break;
-        }
-    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
+    if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
+            if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
+            {
+                windowing_toggle_layer_start = true;
+                g.NavWindowingToggleLayer = true;
+                g.NavWindowingToggleKey = windowing_toggle_key;
+                g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard;
+                break;
+            }
+    if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
     {
         // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
         // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
@@ -13633,28 +14492,8 @@ static void ImGui::NavUpdateWindowing()
     }
 
     // Apply final focus
-    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
-    {
-        ClearActiveID();
-        SetNavCursorVisibleAfterMove();
-        ClosePopupsOverWindow(apply_focus_window, false);
-        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
-        apply_focus_window = g.NavWindow;
-        if (apply_focus_window->NavLastIds[0] == 0)
-            NavInitWindow(apply_focus_window, false);
-
-        // If the window has ONLY a menu layer (no main layer), select it directly
-        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
-        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
-        // the target window as already been previewed once.
-        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
-        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
-        // won't be valid.
-        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
-            g.NavLayer = ImGuiNavLayer_Menu;
-    }
     if (apply_focus_window)
-        g.NavWindowingTarget = NULL;
+        NavUpdateWindowingApplyFocus(apply_focus_window);
 
     // Apply menu/layer toggle
     if (apply_toggle_layer && g.NavWindow)
@@ -13698,7 +14537,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
     return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
 }
 
-// Overlay displayed when using CTRL+TAB. Called by EndFrame().
+// Overlay displayed when using Ctrl+Tab. Called by EndFrame().
 void ImGui::NavUpdateWindowingOverlay()
 {
     ImGuiContext& g = *GImGui;
@@ -13708,12 +14547,12 @@ void ImGui::NavUpdateWindowingOverlay()
         return;
 
     if (g.NavWindowingListWindow == NULL)
-        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
+        g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay");
     const ImGuiViewport* viewport = GetMainViewport();
     SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
     SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
     PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
-    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
+    Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
     if (g.ContextName[0] != 0)
         SeparatorText(g.ContextName);
     for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
@@ -13731,7 +14570,6 @@ void ImGui::NavUpdateWindowingOverlay()
     PopStyleVar();
 }
 
-
 //-----------------------------------------------------------------------------
 // [SECTION] DRAG AND DROP
 //-----------------------------------------------------------------------------
@@ -13749,7 +14587,7 @@ void ImGui::ClearDragDrop()
         IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n");
     g.DragDropActive = false;
     g.DragDropPayload.Clear();
-    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
+    g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None;
     g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
     g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
     g.DragDropAcceptFrameCount = -1;
@@ -13878,11 +14716,11 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
         // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
         // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
         bool ret;
-        if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
+        if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
             ret = BeginTooltipHidden();
         else
             ret = BeginTooltip();
-        IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
+        IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddenAndSkipItemsForCurrentFrame().
         IM_UNUSED(ret);
     }
 
@@ -13916,7 +14754,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
         cond = ImGuiCond_Always;
 
     IM_ASSERT(type != NULL);
-    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
+    IM_ASSERT(ImStrlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
     IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
     IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
     IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
@@ -13972,6 +14810,31 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
     g.DragDropTargetRect = bb;
     g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case?
     g.DragDropTargetId = id;
+    g.DragDropTargetFullViewport = 0;
+    g.DragDropWithinTarget = true;
+    return true;
+}
+
+// Typical usage would be:
+//   if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+//       if (ImGui::BeginDragDropTargetViewport(ImGui::GetMainViewport(), NULL))
+// But we are leaving the hover test to the caller for maximum flexibility.
+bool ImGui::BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.DragDropActive)
+        return false;
+
+    ImRect bb = p_bb ? *p_bb : ((ImGuiViewportP*)viewport)->GetWorkRect();
+    ImGuiID id = viewport->ID;
+    if (!IsMouseHoveringRect(bb.Min, bb.Max, false) || (id == g.DragDropPayload.SourceId))
+        return false;
+
+    IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
+    g.DragDropTargetRect = bb;
+    g.DragDropTargetClipRect = bb;
+    g.DragDropTargetId = id;
+    g.DragDropTargetFullViewport = id;
     g.DragDropWithinTarget = true;
     return true;
 }
@@ -14034,7 +14897,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
     if (r_surface > g.DragDropAcceptIdCurrRectSurface)
         return NULL;
 
-    g.DragDropAcceptFlags = flags;
+    g.DragDropAcceptFlagsCurr = flags;
     g.DragDropAcceptIdCurr = g.DragDropTargetId;
     g.DragDropAcceptIdCurrRectSurface = r_surface;
     //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
@@ -14042,8 +14905,17 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
     // Render default drop visuals
     payload.Preview = was_accepted_previously;
     flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
-    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
-        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
+    const bool draw_target_rect = payload.Preview && !(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect);
+    if (draw_target_rect && g.DragDropTargetFullViewport != 0)
+    {
+        ImRect bb = g.DragDropTargetRect;
+        bb.Expand(-3.5f);
+        RenderDragDropTargetRectEx(GetForegroundDrawList(), bb);
+    }
+    else if (draw_target_rect)
+    {
+        RenderDragDropTargetRectForItem(r);
+    }
 
     g.DragDropAcceptFrameCount = g.FrameCount;
     if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1)
@@ -14059,21 +14931,28 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
 }
 
 // FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
-void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
+void ImGui::RenderDragDropTargetRectForItem(const ImRect& bb)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
     ImRect bb_display = bb;
-    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
-    bb_display.Expand(3.5f);
+    bb_display.ClipWith(g.DragDropTargetClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
+    bb_display.Expand(g.Style.DragDropTargetPadding);
     bool push_clip_rect = !window->ClipRect.Contains(bb_display);
     if (push_clip_rect)
         window->DrawList->PushClipRectFullScreen();
-    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
+    RenderDragDropTargetRectEx(window->DrawList, bb_display);
     if (push_clip_rect)
         window->DrawList->PopClipRect();
 }
 
+void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb)
+{
+    ImGuiContext& g = *GImGui;
+    draw_list->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTargetBg), g.Style.DragDropTargetRounding, 0);
+    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTarget), g.Style.DragDropTargetRounding, 0, g.Style.DragDropTargetBorderSize);
+}
+
 const ImGuiPayload* ImGui::GetDragDropPayload()
 {
     ImGuiContext& g = *GImGui;
@@ -14160,7 +15039,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char*
     }
 
     if (prefix)
-        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
+        LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here.
 
     // Re-adjust padding if we have popped out of our starting depth
     if (g.LogDepthRef > window->DC.TreeDepth)
@@ -14193,7 +15072,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char*
     }
 
     if (suffix)
-        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
+        LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix));
 }
 
 // Start logging/capturing text output
@@ -14340,7 +15219,6 @@ void ImGui::LogButtons()
         LogToClipboard();
 }
 
-
 //-----------------------------------------------------------------------------
 // [SECTION] SETTINGS
 //-----------------------------------------------------------------------------
@@ -14460,7 +15338,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
     // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
     // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
     if (ini_size == 0)
-        ini_size = strlen(ini_data);
+        ini_size = ImStrlen(ini_data);
     g.SettingsIniData.Buf.resize((int)ini_size + 1);
     char* const buf = g.SettingsIniData.Buf.Data;
     char* const buf_end = buf + ini_size;
@@ -14554,14 +15432,10 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
 {
     ImGuiContext& g = *GImGui;
 
+    // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
     if (g.IO.ConfigDebugIniSettings == false)
-    {
-        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
-        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
-        if (const char* p = strstr(name, "###"))
-            name = p;
-    }
-    const size_t name_len = strlen(name);
+        name = ImHashSkipUncontributingPrefix(name);
+    const size_t name_len = ImStrlen(name);
 
     // Allocate chunk
     const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
@@ -14700,7 +15574,6 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
     }
 }
 
-
 //-----------------------------------------------------------------------------
 // [SECTION] LOCALIZATION
 //-----------------------------------------------------------------------------
@@ -14712,16 +15585,33 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
         g.LocalizationTable[entries[n].Key] = entries[n].Text;
 }
 
-
 //-----------------------------------------------------------------------------
 // [SECTION] VIEWPORTS, PLATFORM WINDOWS
 //-----------------------------------------------------------------------------
 // - GetMainViewport()
 // - SetWindowViewport() [Internal]
+// - ScaleWindowsInViewport() [Internal]
 // - UpdateViewportsNewFrame() [Internal]
 // (this section is more complete in the 'docking' branch)
 //-----------------------------------------------------------------------------
 
+void ImGuiPlatformIO::ClearPlatformHandlers()
+{
+    Platform_GetClipboardTextFn = NULL;
+    Platform_SetClipboardTextFn = NULL;
+    Platform_ClipboardUserData = NULL;
+    Platform_OpenInShellFn = NULL;
+    Platform_OpenInShellUserData = NULL;
+    Platform_SetImeDataFn = NULL;
+    Platform_ImeUserData = NULL;
+}
+
+void ImGuiPlatformIO::ClearRendererHandlers()
+{
+    Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0;
+    Renderer_RenderState = NULL;
+}
+
 ImGuiViewport* ImGui::GetMainViewport()
 {
     ImGuiContext& g = *GImGui;
@@ -14733,6 +15623,24 @@ void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
     window->Viewport = viewport;
 }
 
+static void ScaleWindow(ImGuiWindow* window, float scale)
+{
+    ImVec2 origin = window->Viewport->Pos;
+    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
+    window->Size = ImTrunc(window->Size * scale);
+    window->SizeFull = ImTrunc(window->SizeFull * scale);
+    window->ContentSize = ImTrunc(window->ContentSize * scale);
+}
+
+// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
+void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
+{
+    ImGuiContext& g = *GImGui;
+    for (ImGuiWindow* window : g.Windows)
+        if (window->Viewport == viewport)
+            ScaleWindow(window, scale);
+}
+
 // Update viewports and monitor infos
 static void ImGui::UpdateViewportsNewFrame()
 {
@@ -14745,6 +15653,8 @@ static void ImGui::UpdateViewportsNewFrame()
     main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
     main_viewport->Pos = ImVec2(0.0f, 0.0f);
     main_viewport->Size = g.IO.DisplaySize;
+    main_viewport->FramebufferScale = g.IO.DisplayFramebufferScale;
+    IM_ASSERT(main_viewport->FramebufferScale.x > 0.0f && main_viewport->FramebufferScale.y > 0.0f);
 
     for (ImGuiViewportP* viewport : g.Viewports)
     {
@@ -14836,7 +15746,7 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* t
     if (!main_clipboard)
         PasteboardCreate(kPasteboardClipboard, &main_clipboard);
     PasteboardClear(main_clipboard);
-    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
+    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text));
     if (cf_data)
     {
         PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
@@ -14890,7 +15800,7 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha
 {
     ImGuiContext& g = *ctx;
     g.ClipboardHandlerData.clear();
-    const char* text_end = text + strlen(text);
+    const char* text_end = text + ImStrlen(text);
     g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
     memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
     g.ClipboardHandlerData[(int)(text_end - text)] = 0;
@@ -14904,11 +15814,13 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha
 #if defined(__APPLE__) && TARGET_OS_IPHONE
 #define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
 #endif
-
-#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#if defined(__3DS__)
 #define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
 #endif
+#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
 #endif
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
 
 #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
 #ifdef _WIN32
@@ -14918,7 +15830,11 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha
 #endif
 static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
 {
-    return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32;
+    const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0);
+    ImVector<wchar_t> path_wbuf;
+    path_wbuf.resize(path_wsize);
+    ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize);
+    return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32;
 }
 #else
 #include <sys/wait.h>
@@ -14993,11 +15909,16 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImG
 //-----------------------------------------------------------------------------
 // [SECTION] METRICS/DEBUGGER WINDOW
 //-----------------------------------------------------------------------------
+// - MetricsHelpMarker() [Internal]
 // - DebugRenderViewportThumbnail() [Internal]
 // - RenderViewportsThumbnails() [Internal]
+// - DebugRenderKeyboardPreview() [Internal]
 // - DebugTextEncoding()
-// - MetricsHelpMarker() [Internal]
-// - ShowFontAtlas() [Internal]
+// - DebugFlashStyleColorStop() [Internal]
+// - DebugFlashStyleColor()
+// - UpdateDebugToolFlashStyleColor() [Internal]
+// - ShowFontAtlas() [Internal but called by Demo!]
+// - DebugNodeTexture() [Internal]
 // - ShowMetricsWindow()
 // - DebugNodeColumns() [Internal]
 // - DebugNodeDrawList() [Internal]
@@ -15011,8 +15932,24 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImG
 // - DebugNodeWindowSettings() [Internal]
 // - DebugNodeWindowsList() [Internal]
 // - DebugNodeWindowsListByBeginStackParent() [Internal]
+// - ShowFontSelector()
 //-----------------------------------------------------------------------------
 
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
+static void MetricsHelpMarker(const char* desc)
+{
+    ImGui::TextDisabled("(?)");
+    if (ImGui::BeginItemTooltip())
+    {
+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
+        ImGui::TextUnformatted(desc);
+        ImGui::PopTextWrapPos();
+        ImGui::EndTooltip();
+    }
+}
+#endif
+
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
 
 void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
@@ -15126,10 +16063,11 @@ void ImGui::DebugTextEncoding(const char* str)
     TableSetupColumn("Glyph");
     TableSetupColumn("Codepoint");
     TableHeadersRow();
+    const char* str_end = str + strlen(str); // As we may receive malformed UTF-8, pass an explicit end instead of relying on ImTextCharFromUtf8() assuming enough space.
     for (const char* p = str; *p != 0; )
     {
         unsigned int c;
-        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
+        const int c_utf8_len = ImTextCharFromUtf8(&c, p, str_end);
         TableNextColumn();
         Text("%d", (int)(p - str));
         TableNextColumn();
@@ -15140,10 +16078,12 @@ void ImGui::DebugTextEncoding(const char* str)
             Text("0x%02X", (int)(unsigned char)p[byte_index]);
         }
         TableNextColumn();
-        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
-            TextUnformatted(p, p + c_utf8_len);
-        else
-            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
+        TextUnformatted(p, p + c_utf8_len);
+        if (!GetFont()->IsGlyphInFont((ImWchar)c))
+        {
+            SameLine();
+            TextUnformatted("[missing]");
+        }
         TableNextColumn();
         Text("U+%04X", (int)c);
         p += c_utf8_len;
@@ -15180,38 +16120,214 @@ void ImGui::UpdateDebugToolFlashStyleColor()
         DebugFlashStyleColorStop();
 }
 
-// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
-static void MetricsHelpMarker(const char* desc)
+static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
 {
-    ImGui::TextDisabled("(?)");
-    if (ImGui::BeginItemTooltip())
-    {
-        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
-        ImGui::TextUnformatted(desc);
-        ImGui::PopTextWrapPos();
-        ImGui::EndTooltip();
-    }
+    union { void* ptr; int integer; } tex_id_opaque;
+    memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
+    if (sizeof(tex_id) >= sizeof(void*))
+        ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
+    else
+        ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
+    return buf;
 }
 
+static const char* FormatTextureRefForDebugDisplay(char* buf, int buf_size, ImTextureRef tex_ref)
+{
+    char* buf_end = buf + buf_size;
+    if (tex_ref._TexData != NULL)
+        buf += ImFormatString(buf, buf_end - buf, "#%03d: ", tex_ref._TexData->UniqueID);
+    return FormatTextureIDForDebugDisplay(buf, (int)(buf_end - buf), tex_ref.GetTexID()); // Calling TexRef::GetTexID() to avoid assert of cmd->GetTexID()
+}
+
+#ifdef IMGUI_ENABLE_FREETYPE
+namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); }
+#endif
+
 // [DEBUG] List fonts in a font atlas and display its texture
 void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
 {
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+    ImGuiStyle& style = g.Style;
+
+    BeginDisabled();
+    CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
+    EndDisabled();
+    ShowFontSelector("Font");
+    //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0);
+    if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f"))
+        style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work.
+    SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize());
+    SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later.");
+    DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f);
+    //BeginDisabled(io.ConfigDpiScaleFonts);
+    DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f);
+    //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
+    //EndDisabled();
+    if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+    {
+        BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
+        BulletText("For instructions, see:");
+        SameLine();
+        TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md");
+    }
+    BulletText("Load a nice font for better results!");
+    BulletText("Please submit feedback:");
+    SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465");
+    BulletText("Read FAQ for more details:");
+    SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/");
+    //EndDisabled();
+
+    SeparatorText("Font List");
+
+    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+    Checkbox("Show font preview", &cfg->ShowFontPreview);
+
+    // Font loaders
+    if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL"))
+    {
+        const ImFontLoader* loader_current = atlas->FontLoader;
+        BeginDisabled(!atlas->RendererHasTextures);
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+        const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype();
+        if (RadioButton("stb_truetype", loader_current == loader_stbtruetype))
+            atlas->SetFontLoader(loader_stbtruetype);
+#else
+        BeginDisabled();
+        RadioButton("stb_truetype", false);
+        SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE");
+        EndDisabled();
+#endif
+        SameLine();
+#ifdef IMGUI_ENABLE_FREETYPE
+        const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader();
+        if (RadioButton("FreeType", loader_current == loader_freetype))
+            atlas->SetFontLoader(loader_freetype);
+        if (loader_current == loader_freetype)
+        {
+            unsigned int loader_flags = atlas->FontLoaderFlags;
+            Text("Shared FreeType Loader Flags:  0x%08X", loader_flags);
+            if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags))
+            {
+                for (ImFont* font : atlas->Fonts)
+                    ImFontAtlasFontDestroyOutput(atlas, font);
+                atlas->FontLoaderFlags = loader_flags;
+                for (ImFont* font : atlas->Fonts)
+                    ImFontAtlasFontInitOutput(atlas, font);
+            }
+        }
+#else
+        BeginDisabled();
+        RadioButton("FreeType", false);
+        SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp.");
+        EndDisabled();
+#endif
+        EndDisabled();
+        TreePop();
+    }
+
+    // Font list
     for (ImFont* font : atlas->Fonts)
     {
         PushID(font);
         DebugNodeFont(font);
         PopID();
     }
-    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
+
+    SeparatorText("Font Atlas");
+    if (Button("Compact"))
+        atlas->CompactCache();
+    SameLine();
+    if (Button("Grow"))
+        ImFontAtlasTextureGrow(atlas);
+    SameLine();
+    if (Button("Clear All"))
+        ImFontAtlasBuildClear(atlas);
+    SetItemTooltip("Destroy cache and custom rectangles.");
+
+    for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+    {
+        ImTextureData* tex = atlas->TexList[tex_n];
+        if (tex_n > 0)
+            SameLine();
+        Text("Tex: %dx%d", tex->Width, tex->Height);
+    }
+    const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface);
+    const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface);
+    Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt);
+    Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt);
+
+    ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid;
+    if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles
+    {
+        PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f);
+        if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12)))
+        {
+            for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex)
+                if (entry.IsUsed)
+                {
+                    ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation);
+                    ImFontAtlasRect r = {};
+                    atlas->GetCustomRect(id, &r);
+                    const char* buf;
+                    ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y);
+                    TableNextColumn();
+                    Selectable(buf);
+                    if (IsItemHovered())
+                        highlight_r_id = id;
+                    TableNextColumn();
+                    Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1);
+                }
+            EndTable();
+        }
+        PopStyleVar();
+        TreePop();
+    }
+
+    // Texture list
+    // (ensure the last texture always use the same ID, so we can keep it open neatly)
+    ImFontAtlasRect highlight_r;
+    if (highlight_r_id != ImFontAtlasRectId_Invalid)
+        atlas->GetCustomRect(highlight_r_id, &highlight_r);
+    for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+    {
+        if (tex_n == atlas->TexList.Size - 1)
+            SetNextItemOpen(true, ImGuiCond_Once);
+        DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL);
+    }
+}
+
+void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect)
+{
+    ImGuiContext& g = *GImGui;
+    PushID(int_id);
+    if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height))
     {
-        ImGuiContext& g = *GImGui;
         ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
-        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
-        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
-        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
-        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
+        Checkbox("Show used rect", &cfg->ShowTextureUsedRect);
+        PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize));
+        ImVec2 p = GetCursorScreenPos();
+        if (tex->WantDestroyNextFrame)
+            Dummy(ImVec2((float)tex->Width, (float)tex->Height));
+        else
+            ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
+        if (cfg->ShowTextureUsedRect)
+            GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255));
+        if (highlight_rect != NULL)
+        {
+            ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height);
+            ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h);
+            RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f);
+            GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255));
+        }
+        PopStyleVar();
+
+        char texid_desc[30];
+        Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors);
+        Text("TexID = %s, BackendUserData = %p", FormatTextureRefForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), tex->GetTexRef()), tex->BackendUserData);
         TreePop();
     }
+    PopID();
 }
 
 void ImGui::ShowMetricsWindow(bool* p_open)
@@ -15294,6 +16410,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         }
     };
 
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+    TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
+#endif
+
     // Tools
     if (TreeNode("Tools"))
     {
@@ -15347,7 +16467,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
 
                 BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
                 if (IsItemHovered())
-                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+                    GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
                 Indent();
                 char buf[128];
                 for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
@@ -15362,7 +16482,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
                             ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
                             Selectable(buf);
                             if (IsItemHovered())
-                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+                                GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
                         }
                     }
                     else
@@ -15371,7 +16491,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
                         ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
                         Selectable(buf);
                         if (IsItemHovered())
-                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+                            GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
                     }
                 }
                 Unindent();
@@ -15453,6 +16573,14 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         TreePop();
     }
 
+    // Details for Fonts
+    for (ImFontAtlas* atlas : g.FontAtlases)
+        if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size))
+        {
+            ShowFontAtlas(atlas);
+            TreePop();
+        }
+
     // Details for Popups
     if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
     {
@@ -15489,14 +16617,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         TreePop();
     }
 
-    // Details for Fonts
-    ImFontAtlas* atlas = g.IO.Fonts;
-    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
-    {
-        ShowFontAtlas(atlas);
-        TreePop();
-    }
-
     // Details for InputText
     if (TreeNode("InputText"))
     {
@@ -15609,7 +16729,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
             Text("Keys down:");         for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
             Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
             Text("Keys released:");     for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
-            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
+            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "Ctrl " : "", io.KeyShift ? "Shift " : "", io.KeyAlt ? "Alt " : "", io.KeySuper ? "Super " : "");
             Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
             DebugRenderKeyboardPreview(GetWindowDrawList());
             Unindent();
@@ -15868,16 +16988,6 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
     TreePop();
 }
 
-static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
-{
-    union { void* ptr; int integer; } tex_id_opaque;
-    memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
-    if (sizeof(tex_id) >= sizeof(void*))
-        ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
-    else
-        ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
-}
-
 // [DEBUG] Display contents of ImDrawList
 void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
 {
@@ -15914,8 +17024,8 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con
             continue;
         }
 
-        char texid_desc[20];
-        FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
+        char texid_desc[30];
+        FormatTextureRefForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TexRef);
         char buf[300];
         ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
             pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
@@ -16004,98 +17114,223 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co
     out_draw_list->Flags = backup_flags;
 }
 
+// [DEBUG] Compute mask of inputs with the same codepoint.
+static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint)
+{
+    int mask = 0, count = 0;
+    for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+    {
+        ImFontConfig* src = font->Sources[src_n];
+        if (!(src->FontLoader ? src->FontLoader : atlas->FontLoader)->FontSrcContainsGlyph(atlas, src, (ImWchar)codepoint))
+            continue;
+        mask |= (1 << src_n);
+        count++;
+    }
+    return count > 1 ? mask : 0;
+}
+
 // [DEBUG] Display details for a single font, called by ShowStyleEditor().
 void ImGui::DebugNodeFont(ImFont* font)
 {
-    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
-        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
-    SameLine();
-    if (SmallButton("Set as default"))
-        GetIO().FontDefault = font;
-    if (!opened)
-        return;
+    ImGuiContext& g = *GImGui;
+    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+    ImFontAtlas* atlas = font->OwnerAtlas;
+    bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size);
 
     // Display preview text
-    PushFont(font);
-    Text("The quick brown fox jumps over the lazy dog");
-    PopFont();
+    if (!opened)
+        Indent();
+    Indent();
+    if (cfg->ShowFontPreview)
+    {
+        PushFont(font, 0.0f);
+        Text("The quick brown fox jumps over the lazy dog");
+        PopFont();
+    }
+    if (!opened)
+    {
+        Unindent();
+        Unindent();
+        return;
+    }
+    if (SmallButton("Set as default"))
+        GetIO().FontDefault = font;
+    SameLine();
+    BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked);
+    if (SmallButton("Remove"))
+        atlas->RemoveFont(font);
+    EndDisabled();
+    SameLine();
+    if (SmallButton("Clear bakes"))
+        ImFontAtlasFontDiscardBakes(atlas, font, 0);
+    SameLine();
+    if (SmallButton("Clear unused"))
+        ImFontAtlasFontDiscardBakes(atlas, font, 2);
 
     // Display details
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     SetNextItemWidth(GetFontSize() * 8);
     DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
-    SameLine(); MetricsHelpMarker(
+    /*SameLine(); MetricsHelpMarker(
         "Note that the default embedded font is NOT meant to be scaled.\n\n"
         "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
         "You may oversample them to get some flexibility with scaling. "
         "You can also render at multiple sizes and select which one to use at runtime.\n\n"
-        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
-    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
+        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/
+#endif
+
     char c_str[5];
-    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
-    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
-    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
-    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
-    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
-        if (font->ConfigData)
-            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
-                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
-                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
+    ImTextCharToUtf8(c_str, font->FallbackChar);
+    Text("Fallback character: '%s' (U+%04X)", c_str, font->FallbackChar);
+    ImTextCharToUtf8(c_str, font->EllipsisChar);
+    Text("Ellipsis character: '%s' (U+%04X)", c_str, font->EllipsisChar);
+
+    for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+    {
+        ImFontConfig* src = font->Sources[src_n];
+        if (TreeNode(src, "Input %d: \'%s\' [%d], Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)",
+            src_n, src->Name, src->FontNo, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y))
+        {
+            const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+            Text("Loader: '%s'", loader->Name ? loader->Name : "N/A");
+#ifdef IMGUI_ENABLE_FREETYPE
+            if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0)
+            {
+                unsigned int loader_flags = src->FontLoaderFlags;
+                Text("FreeType Loader Flags: 0x%08X", loader_flags);
+                if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags))
+                {
+                    ImFontAtlasFontDestroyOutput(atlas, font);
+                    src->FontLoaderFlags = loader_flags;
+                    ImFontAtlasFontInitOutput(atlas, font);
+                }
+            }
+#endif
+            TreePop();
+        }
+    }
+    if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool"))
+    {
+        TextWrapped("- First Input that contains the glyph is used.\n"
+            "- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- Prefer using a small number of ranges as the list is scanned every time a new glyph is loaded,\n  - e.g. GlyphExcludeRanges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };\n- This tool doesn't cache results and is slow, don't keep it open!");
+        if (BeginTable("table", 2))
+        {
+            for (unsigned int c = 0; c < 0x10000; c++)
+                if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c))
+                {
+                    unsigned int c_end = c + 1;
+                    while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask)
+                        c_end++;
+                    if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask)))
+                    {
+                        char utf8_buf[5];
+                        for (unsigned int n = c; n < c_end; n++)
+                        {
+                            ImTextCharToUtf8(utf8_buf, n);
+                            BulletText("Codepoint U+%04X (%s)", n, utf8_buf);
+                        }
+                        TreePop();
+                    }
+                    TableNextColumn();
+                    for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+                        if (overlap_mask & (1 << src_n))
+                        {
+                            Text("%d ", src_n);
+                            SameLine();
+                        }
+                    c = c_end - 1;
+                }
+            EndTable();
+        }
+        TreePop();
+    }
 
     // Display all glyphs of the fonts in separate pages of 256 characters
-    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
+    for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++)
     {
-        ImDrawList* draw_list = GetWindowDrawList();
-        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
-        const float cell_size = font->FontSize * 1;
-        const float cell_spacing = GetStyle().ItemSpacing.y;
-        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
+        ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n];
+        if (baked->OwnerFont != font)
+            continue;
+        PushID(baked_n);
+        if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : ""))
         {
-            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
-            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
-            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
-            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
+            if (SmallButton("Load all"))
+                for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++)
+                    baked->FindGlyph((ImWchar)base);
+
+            const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface);
+            Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent);
+            Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt);
+            for (int src_n = 0; src_n < font->Sources.Size; src_n++)
             {
-                base += 4096 - 256;
-                continue;
+                ImFontConfig* src = font->Sources[src_n];
+                int oversample_h, oversample_v;
+                ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v);
+                BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
+                    src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y);
             }
 
-            int count = 0;
-            for (unsigned int n = 0; n < 256; n++)
-                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
+            DebugNodeFontGlyphesForSrcMask(font, baked, ~0);
+            TreePop();
+        }
+        PopID();
+    }
+    TreePop();
+    Unindent();
+}
+
+void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask)
+{
+    ImDrawList* draw_list = GetWindowDrawList();
+    const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
+    const float cell_size = baked->Size * 1;
+    const float cell_spacing = GetStyle().ItemSpacing.y;
+    for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
+    {
+        // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
+        // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
+        // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
+        if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191))
+        {
+            base += 8192 - 256;
+            continue;
+        }
+
+        int count = 0;
+        for (unsigned int n = 0; n < 256; n++)
+            if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL)
+                if (src_mask & (1 << glyph->SourceIdx))
                     count++;
-            if (count <= 0)
-                continue;
-            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
-                continue;
+        if (count <= 0)
+            continue;
+        if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
+            continue;
 
-            // Draw a 16x16 grid of glyphs
-            ImVec2 base_pos = GetCursorScreenPos();
-            for (unsigned int n = 0; n < 256; n++)
+        // Draw a 16x16 grid of glyphs
+        ImVec2 base_pos = GetCursorScreenPos();
+        for (unsigned int n = 0; n < 256; n++)
+        {
+            // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
+            // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
+            ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
+            ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
+            const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL;
+            draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
+            if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0)
+                continue;
+            font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
+            if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
             {
-                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
-                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
-                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
-                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
-                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
-                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
-                if (!glyph)
-                    continue;
-                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
-                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
-                {
-                    DebugNodeFontGlyph(font, glyph);
-                    EndTooltip();
-                }
+                DebugNodeFontGlyph(font, glyph);
+                EndTooltip();
             }
-            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
-            TreePop();
         }
+        Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
         TreePop();
     }
-    TreePop();
 }
 
-void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
+void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph)
 {
     Text("Codepoint: U+%04X", glyph->Codepoint);
     Separator();
@@ -16103,6 +17338,12 @@ void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
     Text("AdvanceX: %.1f", glyph->AdvanceX);
     Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
     Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
+    if (glyph->PackId >= 0)
+    {
+        ImTextureRect* r = ImFontAtlasPackGetRect(font->OwnerAtlas, glyph->PackId);
+        Text("PackId: 0x%X (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y);
+    }
+    Text("SourceIdx: %d", glyph->SourceIdx);
 }
 
 // [DEBUG] Display contents of ImGuiStorage
@@ -16138,7 +17379,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
     if (!is_active) { PopStyleColor(); }
     if (is_active && IsItemHovered())
     {
-        ImDrawList* draw_list = GetForegroundDrawList();
+        ImDrawList* draw_list = GetForegroundDrawList(tab_bar->Window);
         draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
         draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
         draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
@@ -16234,7 +17475,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
     }
     const ImVec2* pr = window->NavPreferredScoringPosRel;
     for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
-        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
+        BulletText("NavPreferredScoringPosRel[%d] = (%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
     BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
     if (window->RootWindow != window)               { DebugNodeWindow(window->RootWindow, "RootWindow"); }
     if (window->ParentWindow != NULL)               { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
@@ -16285,9 +17526,9 @@ void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int wi
         ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
         //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
         DebugNodeWindow(window, buf);
-        Indent();
+        TreePush(buf);
         DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
-        Unindent();
+        TreePop();
     }
 }
 
@@ -16355,14 +17596,14 @@ static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
     }
     else
     {
-        ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)");
+        ImGui::SetItemTooltip("Hold Shift when clicking to enable for 2 frames only (useful for spammy log entries)");
     }
 }
 
 void ImGui::ShowDebugLogWindow(bool* p_open)
 {
     ImGuiContext& g = *GImGui;
-    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0)
+    if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0)
         SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
     if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
     {
@@ -16379,6 +17620,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
     ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
     ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
     ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
+    ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont);
     ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
     ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
     ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
@@ -16431,7 +17673,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
 void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end)
 {
     TextUnformatted(line_begin, line_end);
-    if (!IsItemHovered())
+    if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
         return;
     ImGuiContext& g = *GImGui;
     ImRect text_rect = g.LastItemData.Rect;
@@ -16572,116 +17814,162 @@ void ImGui::UpdateDebugToolItemPicker()
     EndTooltip();
 }
 
-// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
-void ImGui::UpdateDebugToolStackQueries()
+// Update queries. The steps are: -1: query Stack, >= 0: query each stack item
+// We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
+static ImGuiID DebugItemPathQuery_UpdateAndGetHookId(ImGuiDebugItemPathQuery* query, ImGuiID id)
 {
-    ImGuiContext& g = *GImGui;
-    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
-
-    // Clear hook when id stack tool is not visible
-    g.DebugHookIdInfo = 0;
-    if (g.FrameCount != tool->LastActiveFrame + 1)
-        return;
-
-    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
-    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
-    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
-    if (tool->QueryId != query_id)
+    // Update query. Clear hook when no active query
+    if (query->MainID != id)
     {
-        tool->QueryId = query_id;
-        tool->StackLevel = -1;
-        tool->Results.resize(0);
+        query->MainID = id;
+        query->Step = -1;
+        query->Complete = false;
+        query->Results.resize(0);
+        query->ResultsDescBuf.resize(0);
     }
-    if (query_id == 0)
-        return;
+    query->Active = false;
+    if (id == 0)
+        return 0;
 
     // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
-    int stack_level = tool->StackLevel;
-    if (stack_level >= 0 && stack_level < tool->Results.Size)
-        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
-            tool->StackLevel++;
+    if (query->Step >= 0 && query->Step < query->Results.Size)
+        if (query->Results[query->Step].QuerySuccess || query->Results[query->Step].QueryFrameCount > 2)
+            query->Step++;
 
-    // Update hook
-    stack_level = tool->StackLevel;
-    if (stack_level == -1)
-        g.DebugHookIdInfo = query_id;
-    if (stack_level >= 0 && stack_level < tool->Results.Size)
+    // Update status and hook
+    query->Complete = (query->Step == query->Results.Size);
+    if (query->Step == -1)
+    {
+        query->Active = true;
+        return id;
+    }
+    else if (query->Step >= 0 && query->Step < query->Results.Size)
     {
-        g.DebugHookIdInfo = tool->Results[stack_level].ID;
-        tool->Results[stack_level].QueryFrameCount++;
+        query->Results[query->Step].QueryFrameCount++;
+        query->Active = true;
+        return query->Results[query->Step].ID;
     }
+    return 0;
+}
+
+// [DEBUG] ID Stack Tool: update query. Called by NewFrame()
+void ImGui::UpdateDebugToolItemPathQuery()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = 0;
+    if (g.DebugIDStackTool.LastActiveFrame + 1 == g.FrameCount)
+        id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
+    g.DebugHookIdInfoId = DebugItemPathQuery_UpdateAndGetHookId(&g.DebugItemPathQuery, id);
 }
 
 // [DEBUG] ID Stack tool: hooks called by GetID() family functions
 void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
 {
     ImGuiContext& g = *GImGui;
+    ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery;
+    if (query->Active == false)
+    {
+        IM_ASSERT(id == 0);
+        return;
+    }
     ImGuiWindow* window = g.CurrentWindow;
-    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
 
-    // Step 0: stack query
+    // Step -1: stack query
     // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
-    if (tool->StackLevel == -1)
+    if (query->Step == -1)
     {
-        tool->StackLevel++;
-        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
+        IM_ASSERT(query->Results.Size == 0);
+        query->Step++;
+        query->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
         for (int n = 0; n < window->IDStack.Size + 1; n++)
-            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
+            query->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
         return;
     }
 
-    // Step 1+: query for individual level
-    IM_ASSERT(tool->StackLevel >= 0);
-    if (tool->StackLevel != window->IDStack.Size)
+    // Step 0+: query for individual level
+    IM_ASSERT(query->Step >= 0);
+    if (query->Step != window->IDStack.Size)
         return;
-    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
+    ImGuiStackLevelInfo* info = &query->Results[query->Step];
     IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
 
-    switch (data_type)
+    if (info->DescOffset == -1)
     {
-    case ImGuiDataType_S32:
-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
-        break;
-    case ImGuiDataType_String:
-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
-        break;
-    case ImGuiDataType_Pointer:
-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
-        break;
-    case ImGuiDataType_ID:
-        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
-            return;
-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
-        break;
-    default:
-        IM_ASSERT(0);
+        const char* result = NULL;
+        const char* result_end = NULL;
+        switch (data_type)
+        {
+        case ImGuiDataType_S32:
+            ImFormatStringToTempBuffer(&result, &result_end, "%d", (int)(intptr_t)data_id);
+            break;
+        case ImGuiDataType_String:
+            ImFormatStringToTempBuffer(&result, &result_end, "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id);
+            break;
+        case ImGuiDataType_Pointer:
+            ImFormatStringToTempBuffer(&result, &result_end, "(void*)0x%p", data_id);
+            break;
+        case ImGuiDataType_ID:
+            // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
+            ImFormatStringToTempBuffer(&result, &result_end, "0x%08X [override]", id);
+            break;
+        default:
+            IM_ASSERT(0);
+        }
+        info->DescOffset = query->ResultsDescBuf.size();
+        query->ResultsDescBuf.append(result, result_end + 1); // Include zero terminator
     }
     info->QuerySuccess = true;
-    info->DataType = data_type;
+    if (info->DataType == -1)
+        info->DataType = (ImS8)data_type;
 }
 
-static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
+static int DebugItemPathQuery_FormatLevelInfo(ImGuiDebugItemPathQuery* query, int n, bool format_for_ui, char* buf, size_t buf_size)
 {
-    ImGuiStackLevelInfo* info = &tool->Results[n];
-    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
-    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
-        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
-    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
-        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
-    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
+    ImGuiStackLevelInfo* info = &query->Results[n];
+    ImGuiWindow* window = (info->DescOffset == -1 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
+    if (window)                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
+        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", ImHashSkipUncontributingPrefix(window->Name));
+    if (info->QuerySuccess)                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
+        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", ImHashSkipUncontributingPrefix(&query->ResultsDescBuf.Buf[info->DescOffset]));
+    if (query->Step < query->Results.Size)      // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
         return (*buf = 0);
 #ifdef IMGUI_ENABLE_TEST_ENGINE
-    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
-        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
+    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
+        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", ImHashSkipUncontributingPrefix(label));
 #endif
     return ImFormatString(buf, buf_size, "???");
 }
 
+static const char* DebugItemPathQuery_GetResultAsPath(ImGuiDebugItemPathQuery* query, bool hex_encode_non_ascii_chars)
+{
+    ImGuiTextBuffer* buf = &query->ResultPathBuf;
+    buf->resize(0);
+    for (int stack_n = 0; stack_n < query->Results.Size; stack_n++)
+    {
+        char level_desc[256];
+        DebugItemPathQuery_FormatLevelInfo(query, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
+        buf->append(stack_n == 0 ? "//" : "/");
+        for (const char* p = level_desc; *p != 0; )
+        {
+            unsigned int c;
+            const char* p_next = p + ImTextCharFromUtf8(&c, p, NULL);
+            if (c == '/')
+                buf->append("\\");
+            if (c < 256 || !hex_encode_non_ascii_chars)
+                buf->append(p, p_next);
+            else for (; p < p_next; p++)
+                buf->appendf("\\x%02x", (unsigned char)*p);
+            p = p_next;
+        }
+    }
+    return buf->c_str();
+}
+
 // ID Stack Tool: Display UI
 void ImGui::ShowIDStackToolWindow(bool* p_open)
 {
     ImGuiContext& g = *GImGui;
-    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0)
+    if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0)
         SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
     if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
     {
@@ -16689,64 +17977,54 @@ void ImGui::ShowIDStackToolWindow(bool* p_open)
         return;
     }
 
-    // Display hovered/active status
+    ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery;
     ImGuiIDStackTool* tool = &g.DebugIDStackTool;
-    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
-    const ImGuiID active_id = g.ActiveId;
-#ifdef IMGUI_ENABLE_TEST_ENGINE
-    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
-#else
-    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
-#endif
+    tool->LastActiveFrame = g.FrameCount;
+    const char* result_path = DebugItemPathQuery_GetResultAsPath(query, tool->OptHexEncodeNonAsciiChars);
+    Text("0x%08X", query->MainID);
     SameLine();
     MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
 
-    // CTRL+C to copy path
+    // Ctrl+C to copy path
     const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
-    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
+    PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f);
+    Checkbox("Hex-encode non-ASCII", &tool->OptHexEncodeNonAsciiChars);
+    SameLine();
+    Checkbox("Ctrl+C: copy path", &tool->OptCopyToClipboardOnCtrlC);
+    PopStyleVar();
     SameLine();
     TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
-    if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused))
+    if (tool->OptCopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused))
     {
         tool->CopyToClipboardLastTime = (float)g.Time;
-        char* p = g.TempBuffer.Data;
-        char* p_end = p + g.TempBuffer.Size;
-        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
-        {
-            *p++ = '/';
-            char level_desc[256];
-            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
-            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
-            {
-                if (level_desc[n] == '/')
-                    *p++ = '\\';
-                *p++ = level_desc[n];
-            }
-        }
-        *p = '\0';
-        SetClipboardText(g.TempBuffer.Data);
+        SetClipboardText(result_path);
     }
 
+    Text("- Path \"%s\"", query->Complete ? result_path : "");
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    Text("- Label \"%s\"", query->MainID ? ImGuiTestEngine_FindItemDebugLabel(&g, query->MainID) : "");
+#endif
+    Separator();
+
     // Display decorated stack
-    tool->LastActiveFrame = g.FrameCount;
-    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
+    if (query->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
     {
         const float id_width = CalcTextSize("0xDDDDDDDD").x;
         TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
         TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
         TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
         TableHeadersRow();
-        for (int n = 0; n < tool->Results.Size; n++)
+        for (int n = 0; n < query->Results.Size; n++)
         {
-            ImGuiStackLevelInfo* info = &tool->Results[n];
+            ImGuiStackLevelInfo* info = &query->Results[n];
             TableNextColumn();
-            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
+            Text("0x%08X", (n > 0) ? query->Results[n - 1].ID : 0);
             TableNextColumn();
-            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
+            DebugItemPathQuery_FormatLevelInfo(query, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
             TextUnformatted(g.TempBuffer.Data);
             TableNextColumn();
             Text("0x%08X", info->ID);
-            if (n == tool->Results.Size - 1)
+            if (n == query->Results.Size - 1)
                 TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
         }
         EndTable();
@@ -16762,6 +18040,7 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
 void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
 void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
 void ImGui::DebugNodeFont(ImFont*) {}
+void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont*, ImFontBaked*, int) {}
 void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
 void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
 void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
@@ -16776,6 +18055,40 @@ void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
 
 #endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
 
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+// Demo helper function to select among loaded fonts.
+// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
+void ImGui::ShowFontSelector(const char* label)
+{
+    ImGuiIO& io = GetIO();
+    ImFont* font_current = GetFont();
+    if (BeginCombo(label, font_current->GetDebugName()))
+    {
+        for (ImFont* font : io.Fonts->Fonts)
+        {
+            PushID((void*)font);
+            if (Selectable(font->GetDebugName(), font == font_current, ImGuiSelectableFlags_SelectOnNav))
+                io.FontDefault = font;
+            if (font == font_current)
+                SetItemDefaultFocus();
+            PopID();
+        }
+        EndCombo();
+    }
+    SameLine();
+    if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+        MetricsHelpMarker(
+            "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
+            "- Read FAQ and docs/FONTS.md for more details.");
+    else
+        MetricsHelpMarker(
+            "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
+            "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
+            "- Read FAQ and docs/FONTS.md for more details.\n"
+            "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
+}
+#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+
 //-----------------------------------------------------------------------------
 
 // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
diff --git a/external/imgui/imgui.h b/external/imgui/imgui.h
index d628659..be945c6 100644
--- a/external/imgui/imgui.h
+++ b/external/imgui/imgui.h
@@ -1,42 +1,45 @@
-// dear imgui, v1.91.5
+// dear imgui, v1.92.5
 // (headers)
 
 // Help:
-// - See links below.
 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
 // - Read top of imgui.cpp for more details, links and comments.
-// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
+// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
 
 // Resources:
 // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
 // - Homepage ................... https://github.com/ocornut/imgui
-// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
+// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases
 // - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
 // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
 //   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
 //   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
-//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
-//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
+//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines)
 //   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
+//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
 //   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
 // - Issues & support ........... https://github.com/ocornut/imgui/issues
 // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
+// - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser)
 
-// For first-time users having issues compiling/linking/running/loading fonts:
+// For FIRST-TIME users having issues compiling/linking/running:
 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
-// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
+// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
+// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
 
 // Library Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
-#define IMGUI_VERSION       "1.91.5"
-#define IMGUI_VERSION_NUM   19150
-#define IMGUI_HAS_TABLE
+#define IMGUI_VERSION       "1.92.5"
+#define IMGUI_VERSION_NUM   19250
+#define IMGUI_HAS_TABLE             // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
+#define IMGUI_HAS_TEXTURES          // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
 
 /*
 
 Index of this file:
 // [SECTION] Header mess
 // [SECTION] Forward declarations and basic types
+// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
 // [SECTION] Dear ImGui end-user API functions
 // [SECTION] Flags & Enumerations
 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
@@ -47,7 +50,8 @@ Index of this file:
 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
-// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
+// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
 // [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
 // [SECTION] Obsolete functions and types
@@ -86,19 +90,24 @@ Index of this file:
 #endif
 
 // Helper Macros
+// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
 #ifndef IM_ASSERT
 #include <assert.h>
 #define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
 #endif
 #define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!
 #define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
+#define IM_STRINGIFY_HELPER(_EXPR)  #_EXPR
+#define IM_STRINGIFY(_EXPR)         IM_STRINGIFY_HELPER(_EXPR)                  // Preprocessor idiom to stringify e.g. an integer or a macro.
 
 // Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
 
 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
-// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
-//  location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
+// (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different
+//  location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...),
+//  and only works when using Code Analysis, rather than just normal compiling).
+// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis)
 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
 #define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))
 #define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))
@@ -139,6 +148,7 @@ Index of this file:
 #elif defined(__GNUC__)
 #pragma GCC diagnostic push
 #pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
 #pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
 #endif
 
@@ -157,7 +167,7 @@ typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to st
 typedef signed   long long  ImS64;  // 64-bit signed integer
 typedef unsigned long long  ImU64;  // 64-bit unsigned integer
 
-// Forward declarations
+// Forward declarations: ImDrawList, ImFontAtlas layer
 struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
 struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
 struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
@@ -167,11 +177,18 @@ struct ImDrawListSplitter;          // Helper to split a draw list into differen
 struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
 struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
 struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
-struct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).
+struct ImFontAtlasBuilder;          // Opaque storage for building a ImFontAtlas
+struct ImFontAtlasRect;             // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
+struct ImFontBaked;                 // Baked data for a ImFont at a given size.
 struct ImFontConfig;                // Configuration data when adding a font or merging fonts
 struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
 struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
+struct ImFontLoader;                // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
+struct ImTextureData;               // Specs and pixel storage for a texture used by Dear ImGui.
+struct ImTextureRect;               // Coordinates of a rectangle within a texture.
 struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
+
+// Forward declarations: ImGui layer
 struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
 struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
 struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
@@ -198,9 +215,9 @@ struct ImGuiViewport;               // A Platform Window (always only one in 'ma
 // Enumerations
 // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
-//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
-//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+//   - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
+//   - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+//   - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
 enum ImGuiDir : int;                // -> enum ImGuiDir              // Enum: A cardinal direction (Left, Right, Up, Down)
 enum ImGuiKey : int;                // -> enum ImGuiKey              // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
 enum ImGuiMouseSource : int;        // -> enum ImGuiMouseSource      // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
@@ -215,12 +232,14 @@ typedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A
 
 // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
-//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
-//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+//   - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
+//   - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+//   - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
 typedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions
 typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance
-typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build
+typedef int ImDrawTextFlags;        // -> enum ImDrawTextFlags_      // Internal, do not use!
+typedef int ImFontFlags;            // -> enum ImFontFlags_          // Flags: for ImFont
+typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
 typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
 typedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
 typedef int ImGuiChildFlags;        // -> enum ImGuiChildFlags_      // Flags: for BeginChild()
@@ -234,6 +253,7 @@ typedef int ImGuiInputFlags;        // -> enum ImGuiInputFlags_      // Flags: f
 typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
 typedef int ImGuiItemFlags;         // -> enum ImGuiItemFlags_       // Flags: for PushItemFlag(), shared by all items
 typedef int ImGuiKeyChord;          // -> ImGuiKey | ImGuiMod_XXX    // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
+typedef int ImGuiListClipperFlags;  // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper
 typedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
 typedef int ImGuiMultiSelectFlags;  // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
 typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
@@ -247,22 +267,6 @@ typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: f
 typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
 typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
 
-// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
-// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
-// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
-// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
-// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
-#ifndef ImTextureID
-typedef ImU64 ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
-#endif
-
-// ImDrawIdx: vertex index. [Compile-time configurable type]
-// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
-// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
-#ifndef ImDrawIdx
-typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)
-#endif
-
 // Character types
 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
 typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
@@ -312,6 +316,68 @@ struct ImVec4
 };
 IM_MSVC_RUNTIME_CHECKS_RESTORE
 
+//-----------------------------------------------------------------------------
+// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
+//-----------------------------------------------------------------------------
+
+// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
+// [Compile-time configurable type]
+// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
+//   (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
+//         Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
+// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
+// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
+//   ImTextureRef, which is stored inside a ImDrawCmd.
+// - Compile-time type configuration:
+//   - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
+//   - This can be whatever to you want it to be! read the FAQ entry about textures for details.
+//   - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
+//     constructors if you like. You will need to implement ==/!= operators.
+// History:
+// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
+// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
+#ifndef ImTextureID
+typedef ImU64 ImTextureID;      // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
+#endif
+
+// Define this if you need 0 to be a valid ImTextureID for your backend.
+#ifndef ImTextureID_Invalid
+#define ImTextureID_Invalid     ((ImTextureID)0)
+#endif
+
+// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
+// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
+// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
+// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
+// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
+//   Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
+// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
+//   to extract the ImTextureID value during rendering, after texture upload has happened.
+// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
+//   We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
+//   to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
+// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
+// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
+//      inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
+// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
+// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
+IM_MSVC_RUNTIME_CHECKS_OFF
+struct ImTextureRef
+{
+    ImTextureRef()                          { _TexData = NULL; _TexID = ImTextureID_Invalid; }
+    ImTextureRef(ImTextureID tex_id)        { _TexData = NULL; _TexID = tex_id; }
+#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
+    ImTextureRef(void* tex_id)              { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; }  // For legacy backends casting to ImTextureID
+#endif
+
+    inline ImTextureID  GetTexID() const;   // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
+
+    // Members (either are set, never both!)
+    ImTextureData*      _TexData;           //      A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
+    ImTextureID         _TexID;             // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
 //-----------------------------------------------------------------------------
 // [SECTION] Dear ImGui end-user API functions
 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
@@ -335,7 +401,7 @@ namespace ImGui
     IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
     IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
     IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
-    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
+    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
 
     // Demo, Debug, Information
     IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
@@ -417,7 +483,6 @@ namespace ImGui
     IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
     IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
     IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
-    IMGUI_API void          SetWindowFontScale(float scale);                                            // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
     IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
     IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
     IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
@@ -437,9 +502,29 @@ namespace ImGui
     IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
     IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
 
-    // Parameters stacks (shared)
-    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
+    // Parameters stacks (font)
+    //  - PushFont(font, 0.0f)                       // Change font and keep current size
+    //  - PushFont(NULL, 20.0f)                      // Keep font and change current size
+    //  - PushFont(font, 20.0f)                      // Change font and set size to 20.0f
+    //  - PushFont(font, style.FontSizeBase * 2.0f)  // Change font and set size to be twice bigger than current size.
+    //  - PushFont(font, font->LegacySize)           // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
+    // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
+    //  - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
+    //  - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92          // Use default font size as passed to AddFontXXX() function.
+    // *IMPORTANT* global scale factors are applied over the provided size.
+    //  - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
+    // -  If you want to apply a factor to the _current_ font size:
+    //  - CORRECT:   PushFont(NULL, style.FontSizeBase)         // use current unscaled size    == does nothing
+    //  - CORRECT:   PushFont(NULL, style.FontSizeBase * 2.0f)  // use current unscaled size x2 == make text twice bigger
+    //  - INCORRECT: PushFont(NULL, GetFontSize())              // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
+    //  - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f)       // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
+    IMGUI_API void          PushFont(ImFont* font, float font_size_base_unscaled);          // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
     IMGUI_API void          PopFont();
+    IMGUI_API ImFont*       GetFont();                                                      // get current font
+    IMGUI_API float         GetFontSize();                                                  // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
+    IMGUI_API ImFontBaked*  GetFontBaked();                                                 // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
+
+    // Parameters stacks (shared)
     IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
     IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
     IMGUI_API void          PopStyleColor(int count = 1);
@@ -461,8 +546,6 @@ namespace ImGui
 
     // Style read access
     // - Use the ShowStyleEditor() function to interactively see/edit the colors.
-    IMGUI_API ImFont*       GetFont();                                                      // get current font
-    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
     IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
     IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
     IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
@@ -541,7 +624,7 @@ namespace ImGui
     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
     IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
     IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
-    IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with an horizontal line
+    IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with a horizontal line
 
     // Widgets: Main
     // - Most widgets return true when the value has been changed or when pressed/selected
@@ -558,14 +641,17 @@ namespace ImGui
     IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
     IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
     IMGUI_API bool          TextLink(const char* label);                                    // hyperlink text button, return true when clicked
-    IMGUI_API void          TextLinkOpenURL(const char* label, const char* url = NULL);     // hyperlink text button, automatically open file/url when clicked
+    IMGUI_API bool          TextLinkOpenURL(const char* label, const char* url = NULL);     // hyperlink text button, automatically open file/url when clicked
 
     // Widgets: Images
-    // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+    // - Read about ImTextureID/ImTextureRef  here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
     // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
-    // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
-    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
-    IMGUI_API bool          ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
+    // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
+    // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
+    // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
+    IMGUI_API void          Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
+    IMGUI_API void          ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
+    IMGUI_API bool          ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
 
     // Widgets: Combo Box (Dropdown)
     // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
@@ -577,13 +663,13 @@ namespace ImGui
     IMGUI_API bool          Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
 
     // Widgets: Drag Sliders
-    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
+    // - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
     // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
     //   the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
     // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
     // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
-    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
+    // - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
     // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
     // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
     // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
@@ -602,7 +688,7 @@ namespace ImGui
     IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
 
     // Widgets: Regular Sliders
-    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
+    // - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
     // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
     // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
@@ -623,7 +709,7 @@ namespace ImGui
     IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
 
     // Widgets: Input with Keyboard
-    // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
+    // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
     // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
     IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
     IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
@@ -653,7 +739,7 @@ namespace ImGui
     // Widgets: Trees
     // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
     IMGUI_API bool          TreeNode(const char* label);
-    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
+    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
     IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
     IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
@@ -678,7 +764,7 @@ namespace ImGui
     IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0));      // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
 
     // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
-    // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
+    // - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
     // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
     // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
     // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
@@ -691,8 +777,9 @@ namespace ImGui
 
     // Widgets: List Boxes
     // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+    // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
     // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
-    // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
+    // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
     // - Choose frame width:   size.x > 0.0f: custom  /  size.x < 0.0f or -FLT_MIN: right-align   /  size.x = 0.0f (default): use current ItemWidth
     // - Choose frame height:  size.y > 0.0f: custom  /  size.y < 0.0f or -FLT_MIN: bottom-align  /  size.y = 0.0f (default): arbitrary default height which can fit ~7 items
     IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
@@ -837,7 +924,7 @@ namespace ImGui
     IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
     IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
     IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
-    IMGUI_API int                   TableGetRowIndex();                         // return current row index.
+    IMGUI_API int                   TableGetRowIndex();                         // return current row index (header rows are accounted for)
     IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
     IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
     IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
@@ -890,7 +977,7 @@ namespace ImGui
     // Disabling [BETA API]
     // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
     // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
-    // - Tooltips windows by exception are opted out of disabling.
+    // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. 
     // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
     IMGUI_API void          BeginDisabled(bool disabled = true);
     IMGUI_API void          EndDisabled();
@@ -901,7 +988,7 @@ namespace ImGui
     IMGUI_API void          PopClipRect();
 
     // Focus, Activation
-    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of of a newly appearing window.
+    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a newly appearing window.
     IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
 
     // Keyboard/Gamepad Navigation
@@ -969,13 +1056,13 @@ namespace ImGui
     IMGUI_API bool          IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?
     IMGUI_API bool          IsKeyChordPressed(ImGuiKeyChord key_chord);                         // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
     IMGUI_API int           GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate);  // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
-    IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
+    IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
     IMGUI_API void          SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard);        // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
 
     // Inputs Utilities: Shortcut Testing & Routing [BETA]
     // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
-    //       ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
-    //       ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments)
+    //       ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
+    //       ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments
     //   only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
     // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
     //      Parent   -> call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
@@ -1006,6 +1093,7 @@ namespace ImGui
     IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
     IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
     IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
+    IMGUI_API bool          IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay);     // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
     IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
     IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
     IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
@@ -1017,7 +1105,7 @@ namespace ImGui
     IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
     IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
     IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired mouse cursor shape
-    IMGUI_API void          SetNextFrameWantCaptureMouse(bool want_capture_mouse);              // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
+    IMGUI_API void          SetNextFrameWantCaptureMouse(bool want_capture_mouse);              // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
 
     // Clipboard Utilities
     // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
@@ -1081,7 +1169,7 @@ enum ImGuiWindowFlags_
     ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
     ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
     ImGuiWindowFlags_NoNavInputs            = 1 << 16,  // No keyboard/gamepad navigation within the window
-    ImGuiWindowFlags_NoNavFocus             = 1 << 17,  // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
+    ImGuiWindowFlags_NoNavFocus             = 1 << 17,  // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
     ImGuiWindowFlags_UnsavedDocument        = 1 << 18,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
     ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
     ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
@@ -1096,13 +1184,13 @@ enum ImGuiWindowFlags_
 
     // Obsolete names
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30,  // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
-    ImGuiWindowFlags_NavFlattened           = 1 << 31,  // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
+    //ImGuiWindowFlags_NavFlattened           = 1 << 29,  // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened)           --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
+    //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30,  // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
 #endif
 };
 
 // Flags for ImGui::BeginChild()
-// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
+// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.)
 // About using AutoResizeX/AutoResizeY flags:
 // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
 // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
@@ -1125,7 +1213,7 @@ enum ImGuiChildFlags_
 
     // Obsolete names
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    ImGuiChildFlags_Border                  = ImGuiChildFlags_Borders,  // Renamed in 1.91.1 (August 2024) for consistency.
+    //ImGuiChildFlags_Border                = ImGuiChildFlags_Borders,  // Renamed in 1.91.1 (August 2024) for consistency.
 #endif
 };
 
@@ -1170,13 +1258,25 @@ enum ImGuiInputTextFlags_
     ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 15,  // Disable following the cursor horizontally
     ImGuiInputTextFlags_NoUndoRedo          = 1 << 16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
 
+    // Elide display / Alignment
+    ImGuiInputTextFlags_ElideLeft           = 1 << 17,  // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
+
     // Callback features
-    ImGuiInputTextFlags_CallbackCompletion  = 1 << 17,  // Callback on pressing TAB (for completion handling)
-    ImGuiInputTextFlags_CallbackHistory     = 1 << 18,  // Callback on pressing Up/Down arrows (for history handling)
-    ImGuiInputTextFlags_CallbackAlways      = 1 << 19,  // Callback on each iteration. User code may query cursor position, modify text buffer.
-    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 20,  // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
-    ImGuiInputTextFlags_CallbackResize      = 1 << 21,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
-    ImGuiInputTextFlags_CallbackEdit        = 1 << 22,  // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+    ImGuiInputTextFlags_CallbackCompletion  = 1 << 18,  // Callback on pressing TAB (for completion handling)
+    ImGuiInputTextFlags_CallbackHistory     = 1 << 19,  // Callback on pressing Up/Down arrows (for history handling)
+    ImGuiInputTextFlags_CallbackAlways      = 1 << 20,  // Callback on each iteration. User code may query cursor position, modify text buffer.
+    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 21,  // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
+    ImGuiInputTextFlags_CallbackResize      = 1 << 22,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
+    ImGuiInputTextFlags_CallbackEdit        = 1 << 23,  // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
+
+    // Multi-line Word-Wrapping [BETA]
+    // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
+    // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
+    // - Wrapping width needs to always account for the possibility of a vertical scrollbar.
+    // - It is much slower than regular text fields.
+    //   Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
+    //   The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
+    ImGuiInputTextFlags_WordWrap            = 1 << 24,  // InputTextMultiline(): word-wrap lines that are too long.
 
     // Obsolete names
     //ImGuiInputTextFlags_AlwaysInsertMode  = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
@@ -1199,14 +1299,23 @@ enum ImGuiTreeNodeFlags_
     ImGuiTreeNodeFlags_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
     ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
     ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (cover the indent area).
-    ImGuiTreeNodeFlags_SpanTextWidth        = 1 << 13,  // Narrow hit box + narrow hovering highlight, will only cover the label text.
-    ImGuiTreeNodeFlags_SpanAllColumns       = 1 << 14,  // Frame will span all columns of its container table (text will still fit in current column)
-    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
+    ImGuiTreeNodeFlags_SpanLabelWidth       = 1 << 13,  // Narrow hit box + narrow hovering highlight, will only cover the label text.
+    ImGuiTreeNodeFlags_SpanAllColumns       = 1 << 14,  // Frame will span all columns of its container table (label will still fit in current column)
+    ImGuiTreeNodeFlags_LabelSpanAllColumns  = 1 << 15,  // Label will span all columns of its container table
     //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 16,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
+    ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17,  // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
     ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
 
+    // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
+    // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
+    ImGuiTreeNodeFlags_DrawLinesNone        = 1 << 18,  // No lines drawn
+    ImGuiTreeNodeFlags_DrawLinesFull        = 1 << 19,  // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
+    ImGuiTreeNodeFlags_DrawLinesToNodes     = 1 << 20,  // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
+
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    ImGuiTreeNodeFlags_AllowItemOverlap     = ImGuiTreeNodeFlags_AllowOverlap,  // Renamed in 1.89.7
+    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent,  // Renamed in 1.92.0
+    ImGuiTreeNodeFlags_SpanTextWidth        = ImGuiTreeNodeFlags_SpanLabelWidth,        // Renamed in 1.90.7
+    //ImGuiTreeNodeFlags_AllowItemOverlap   = ImGuiTreeNodeFlags_AllowOverlap,          // Renamed in 1.89.7
 #endif
 };
 
@@ -1245,10 +1354,11 @@ enum ImGuiSelectableFlags_
     ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
     ImGuiSelectableFlags_AllowOverlap       = 1 << 4,   // (WIP) Hit testing to allow subsequent widgets to overlap this one
     ImGuiSelectableFlags_Highlight          = 1 << 5,   // Make the item be displayed as if it is hovered
+    ImGuiSelectableFlags_SelectOnNav        = 1 << 6,   // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     ImGuiSelectableFlags_DontClosePopups    = ImGuiSelectableFlags_NoAutoClosePopups,   // Renamed in 1.91.0
-    ImGuiSelectableFlags_AllowItemOverlap   = ImGuiSelectableFlags_AllowOverlap,        // Renamed in 1.89.7
+    //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap,        // Renamed in 1.89.7
 #endif
 };
 
@@ -1278,10 +1388,17 @@ enum ImGuiTabBarFlags_
     ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
     ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
     ImGuiTabBarFlags_DrawSelectedOverline           = 1 << 6,   // Draw selected overline markers over selected tab
-    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 7,   // Resize tabs when they don't fit
-    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 8,   // Add scroll buttons when tabs don't fit
-    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
-    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown,
+
+    // Fitting/Resize policy
+    ImGuiTabBarFlags_FittingPolicyMixed             = 1 << 7,   // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons.
+    ImGuiTabBarFlags_FittingPolicyShrink            = 1 << 8,   // Shrink down tabs when they don't fit
+    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 9,   // Enable scrolling buttons when tabs don't fit
+    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
+    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyMixed,
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiTabBarFlags_FittingPolicyResizeDown        = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2
+#endif
 };
 
 // Flags for ImGui::BeginTabItem()
@@ -1336,7 +1453,7 @@ enum ImGuiHoveredFlags_
     // Tooltips mode
     // - typically used in IsItemHovered() + SetTooltip() sequence.
     // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
-    //   e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
+    //   e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
     // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
     // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
     ImGuiHoveredFlags_ForTooltip                    = 1 << 12,  // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
@@ -1368,6 +1485,7 @@ enum ImGuiDragDropFlags_
     ImGuiDragDropFlags_AcceptBeforeDelivery         = 1 << 10,  // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
     ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
     ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
+    ImGuiDragDropFlags_AcceptDrawAsHovered          = 1 << 13,  // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
     ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -1393,6 +1511,7 @@ enum ImGuiDataType_
     ImGuiDataType_Float,    // float
     ImGuiDataType_Double,   // double
     ImGuiDataType_Bool,     // bool (provided for user convenience, not supported by scalar widgets)
+    ImGuiDataType_String,   // char* (provided for user convenience, not supported by scalar widgets)
     ImGuiDataType_COUNT
 };
 
@@ -1442,7 +1561,7 @@ enum ImGuiKey : int
     ImGuiKey_Space,
     ImGuiKey_Enter,
     ImGuiKey_Escape,
-    ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
+    ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,     // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
     ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
     ImGuiKey_Menu,
     ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
@@ -1480,33 +1599,36 @@ enum ImGuiKey : int
     ImGuiKey_KeypadEqual,
     ImGuiKey_AppBack,               // Available on some keyboard/mouses. Often referred as "Browser Back"
     ImGuiKey_AppForward,
+    ImGuiKey_Oem102,                // Non-US backslash.
 
-    // Gamepad (some of those are analog values, 0.0f to 1.0f)                          // NAVIGATION ACTION
+    // Gamepad
+    // (analog values are 0.0f to 1.0f)
     // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
-    ImGuiKey_GamepadStart,          // Menu (Xbox)      + (Switch)   Start/Options (PS)
-    ImGuiKey_GamepadBack,           // View (Xbox)      - (Switch)   Share (PS)
-    ImGuiKey_GamepadFaceLeft,       // X (Xbox)         Y (Switch)   Square (PS)        // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
-    ImGuiKey_GamepadFaceRight,      // B (Xbox)         A (Switch)   Circle (PS)        // Cancel / Close / Exit
-    ImGuiKey_GamepadFaceUp,         // Y (Xbox)         X (Switch)   Triangle (PS)      // Text Input / On-screen Keyboard
-    ImGuiKey_GamepadFaceDown,       // A (Xbox)         B (Switch)   Cross (PS)         // Activate / Open / Toggle / Tweak
-    ImGuiKey_GamepadDpadLeft,       // D-pad Left                                       // Move / Tweak / Resize Window (in Windowing mode)
-    ImGuiKey_GamepadDpadRight,      // D-pad Right                                      // Move / Tweak / Resize Window (in Windowing mode)
-    ImGuiKey_GamepadDpadUp,         // D-pad Up                                         // Move / Tweak / Resize Window (in Windowing mode)
-    ImGuiKey_GamepadDpadDown,       // D-pad Down                                       // Move / Tweak / Resize Window (in Windowing mode)
-    ImGuiKey_GamepadL1,             // L Bumper (Xbox)  L (Switch)   L1 (PS)            // Tweak Slower / Focus Previous (in Windowing mode)
-    ImGuiKey_GamepadR1,             // R Bumper (Xbox)  R (Switch)   R1 (PS)            // Tweak Faster / Focus Next (in Windowing mode)
-    ImGuiKey_GamepadL2,             // L Trig. (Xbox)   ZL (Switch)  L2 (PS) [Analog]
-    ImGuiKey_GamepadR2,             // R Trig. (Xbox)   ZR (Switch)  R2 (PS) [Analog]
-    ImGuiKey_GamepadL3,             // L Stick (Xbox)   L3 (Switch)  L3 (PS)
-    ImGuiKey_GamepadR3,             // R Stick (Xbox)   R3 (Switch)  R3 (PS)
-    ImGuiKey_GamepadLStickLeft,     // [Analog]                                         // Move Window (in Windowing mode)
-    ImGuiKey_GamepadLStickRight,    // [Analog]                                         // Move Window (in Windowing mode)
-    ImGuiKey_GamepadLStickUp,       // [Analog]                                         // Move Window (in Windowing mode)
-    ImGuiKey_GamepadLStickDown,     // [Analog]                                         // Move Window (in Windowing mode)
-    ImGuiKey_GamepadRStickLeft,     // [Analog]
-    ImGuiKey_GamepadRStickRight,    // [Analog]
-    ImGuiKey_GamepadRStickUp,       // [Analog]
-    ImGuiKey_GamepadRStickDown,     // [Analog]
+    //                              // XBOX        | SWITCH  | PLAYSTA. | -> ACTION
+    ImGuiKey_GamepadStart,          // Menu        | +       | Options  |
+    ImGuiKey_GamepadBack,           // View        | -       | Share    |
+    ImGuiKey_GamepadFaceLeft,       // X           | Y       | Square   | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
+    ImGuiKey_GamepadFaceRight,      // B           | A       | Circle   | Cancel / Close / Exit
+    ImGuiKey_GamepadFaceUp,         // Y           | X       | Triangle | Text Input / On-screen Keyboard
+    ImGuiKey_GamepadFaceDown,       // A           | B       | Cross    | Activate / Open / Toggle / Tweak
+    ImGuiKey_GamepadDpadLeft,       // D-pad Left  | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadDpadRight,      // D-pad Right | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadDpadUp,         // D-pad Up    | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadDpadDown,       // D-pad Down  | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadL1,             // L Bumper    | L       | L1       | Tweak Slower / Focus Previous (in Windowing mode)
+    ImGuiKey_GamepadR1,             // R Bumper    | R       | R1       | Tweak Faster / Focus Next (in Windowing mode)
+    ImGuiKey_GamepadL2,             // L Trigger   | ZL      | L2       | [Analog]
+    ImGuiKey_GamepadR2,             // R Trigger   | ZR      | R2       | [Analog]
+    ImGuiKey_GamepadL3,             // L Stick     | L3      | L3       |
+    ImGuiKey_GamepadR3,             // R Stick     | R3      | R3       |
+    ImGuiKey_GamepadLStickLeft,     //             |         |          | [Analog] Move Window (in Windowing mode)
+    ImGuiKey_GamepadLStickRight,    //             |         |          | [Analog] Move Window (in Windowing mode)
+    ImGuiKey_GamepadLStickUp,       //             |         |          | [Analog] Move Window (in Windowing mode)
+    ImGuiKey_GamepadLStickDown,     //             |         |          | [Analog] Move Window (in Windowing mode)
+    ImGuiKey_GamepadRStickLeft,     //             |         |          | [Analog]
+    ImGuiKey_GamepadRStickRight,    //             |         |          | [Analog]
+    ImGuiKey_GamepadRStickUp,       //             |         |          | [Analog]
+    ImGuiKey_GamepadRStickDown,     //             |         |          | [Analog]
 
     // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
     // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
@@ -1514,11 +1636,15 @@ enum ImGuiKey : int
 
     // [Internal] Reserved for mod storage
     ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
+
+    // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
     ImGuiKey_NamedKey_END,
+    ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
 
     // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
-    // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
-    //   them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
+    // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
+    // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
+    //   but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
     // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
     //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
     // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
@@ -1532,15 +1658,10 @@ enum ImGuiKey : int
     ImGuiMod_Super                  = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
     ImGuiMod_Mask_                  = 0xF000,  // 4-bits
 
-    // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
-    ImGuiKey_NamedKey_COUNT         = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
-    //ImGuiKey_KeysData_SIZE        = ImGuiKey_NamedKey_COUNT,  // Size of KeysData[]: only hold named keys
-    //ImGuiKey_KeysData_OFFSET      = ImGuiKey_NamedKey_BEGIN,  // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index.
-
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    ImGuiKey_COUNT                  = ImGuiKey_NamedKey_END,    // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
+    ImGuiKey_COUNT                  = ImGuiKey_NamedKey_END,    // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
     ImGuiMod_Shortcut               = ImGuiMod_Ctrl,            // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
-    ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
+    //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
     //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,              // Renamed in 1.87
 #endif
 };
@@ -1562,7 +1683,7 @@ enum ImGuiInputFlags_
     ImGuiInputFlags_RouteAlways             = 1 << 13,  // Do not register route, poll keys directly.
     // - Routing options
     ImGuiInputFlags_RouteOverFocused        = 1 << 14,  // Option: global route: higher priority than focused route (unless active item in focused route).
-    ImGuiInputFlags_RouteOverActive         = 1 << 15,  // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
+    ImGuiInputFlags_RouteOverActive         = 1 << 15,  // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
     ImGuiInputFlags_RouteUnlessBgFocused    = 1 << 16,  // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
     ImGuiInputFlags_RouteFromRootWindow     = 1 << 17,  // Option: route evaluated from the point of view of root window rather than current window.
 
@@ -1598,6 +1719,7 @@ enum ImGuiBackendFlags_
     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
     ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+    ImGuiBackendFlags_RendererHasTextures   = 1 << 4,   // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
 };
 
 // Enumeration for PushStyleColor() / PopStyleColor()
@@ -1636,6 +1758,7 @@ enum ImGuiCol_
     ImGuiCol_ResizeGrip,            // Resize grip in lower-right and lower-left corners of windows.
     ImGuiCol_ResizeGripHovered,
     ImGuiCol_ResizeGripActive,
+    ImGuiCol_InputTextCursor,       // InputText cursor/caret
     ImGuiCol_TabHovered,            // Tab background, when hovered
     ImGuiCol_Tab,                   // Tab background, when tab-bar is focused & tab is unselected
     ImGuiCol_TabSelected,           // Tab background, when tab-bar is focused & tab is selected
@@ -1653,11 +1776,14 @@ enum ImGuiCol_
     ImGuiCol_TableRowBg,            // Table row background (even rows)
     ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)
     ImGuiCol_TextLink,              // Hyperlink color
-    ImGuiCol_TextSelectedBg,
-    ImGuiCol_DragDropTarget,        // Rectangle highlighting a drop target
+    ImGuiCol_TextSelectedBg,        // Selected text inside an InputText
+    ImGuiCol_TreeLines,             // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
+    ImGuiCol_DragDropTarget,        // Rectangle border highlighting a drop target
+    ImGuiCol_DragDropTargetBg,      // Rectangle background highlighting a drop target
+    ImGuiCol_UnsavedMarker,         // Unsaved Document marker (in window title and tabs)
     ImGuiCol_NavCursor,             // Color of keyboard/gamepad navigation cursor/rectangle, when visible
-    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
-    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
+    ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab
+    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the Ctrl+Tab window list, when active
     ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
     ImGuiCol_COUNT,
 
@@ -1673,9 +1799,9 @@ enum ImGuiCol_
 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
 //   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
-//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
-//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+//   - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
+//   - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+//   - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
 // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
 enum ImGuiStyleVar_
 {
@@ -1700,14 +1826,20 @@ enum ImGuiStyleVar_
     ImGuiStyleVar_CellPadding,              // ImVec2    CellPadding
     ImGuiStyleVar_ScrollbarSize,            // float     ScrollbarSize
     ImGuiStyleVar_ScrollbarRounding,        // float     ScrollbarRounding
+    ImGuiStyleVar_ScrollbarPadding,         // float     ScrollbarPadding
     ImGuiStyleVar_GrabMinSize,              // float     GrabMinSize
     ImGuiStyleVar_GrabRounding,             // float     GrabRounding
+    ImGuiStyleVar_ImageBorderSize,          // float     ImageBorderSize
     ImGuiStyleVar_TabRounding,              // float     TabRounding
     ImGuiStyleVar_TabBorderSize,            // float     TabBorderSize
+    ImGuiStyleVar_TabMinWidthBase,          // float     TabMinWidthBase
+    ImGuiStyleVar_TabMinWidthShrink,        // float     TabMinWidthShrink
     ImGuiStyleVar_TabBarBorderSize,         // float     TabBarBorderSize
     ImGuiStyleVar_TabBarOverlineSize,       // float     TabBarOverlineSize
     ImGuiStyleVar_TableAngledHeadersAngle,  // float     TableAngledHeadersAngle
     ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2  TableAngledHeadersTextAlign
+    ImGuiStyleVar_TreeLinesSize,            // float     TreeLinesSize
+    ImGuiStyleVar_TreeLinesRounding,        // float     TreeLinesRounding
     ImGuiStyleVar_ButtonTextAlign,          // ImVec2    ButtonTextAlign
     ImGuiStyleVar_SelectableTextAlign,      // ImVec2    SelectableTextAlign
     ImGuiStyleVar_SeparatorTextBorderSize,  // float     SeparatorTextBorderSize
@@ -1742,10 +1874,16 @@ enum ImGuiColorEditFlags_
     ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
     ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
 
+    // Alpha preview
+    // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
+    // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
+    // - The new flags may be combined better and allow finer controls.
+    ImGuiColorEditFlags_AlphaOpaque     = 1 << 11,  //              // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
+    ImGuiColorEditFlags_AlphaNoBg       = 1 << 12,  //              // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
+    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
+
     // User Options (right-click on widget to change some of them).
     ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
-    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
-    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
     ImGuiColorEditFlags_HDR             = 1 << 19,  //              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
     ImGuiColorEditFlags_DisplayRGB      = 1 << 20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
     ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
@@ -1762,12 +1900,16 @@ enum ImGuiColorEditFlags_
     ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
 
     // [Internal] Masks
+    ImGuiColorEditFlags_AlphaMask_      = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
     ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
     ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
     ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
     ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
 
     // Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
+#endif
     //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
 };
 
@@ -1779,10 +1921,11 @@ enum ImGuiSliderFlags_
     ImGuiSliderFlags_None               = 0,
     ImGuiSliderFlags_Logarithmic        = 1 << 5,       // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
     ImGuiSliderFlags_NoRoundToFormat    = 1 << 6,       // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
-    ImGuiSliderFlags_NoInput            = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
+    ImGuiSliderFlags_NoInput            = 1 << 7,       // Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
     ImGuiSliderFlags_WrapAround         = 1 << 8,       // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
-    ImGuiSliderFlags_ClampOnInput       = 1 << 9,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
+    ImGuiSliderFlags_ClampOnInput       = 1 << 9,       // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.
     ImGuiSliderFlags_ClampZeroRange     = 1 << 10,      // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
+    ImGuiSliderFlags_NoSpeedTweaks      = 1 << 11,      // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
     ImGuiSliderFlags_AlwaysClamp        = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
     ImGuiSliderFlags_InvalidMask_       = 0x7000000F,   // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
 };
@@ -1810,6 +1953,8 @@ enum ImGuiMouseCursor_
     ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
     ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
     ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
+    ImGuiMouseCursor_Wait,              // When waiting for something to process/load.
+    ImGuiMouseCursor_Progress,          // When waiting for something to process/load, but application is still interactive.
     ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
     ImGuiMouseCursor_COUNT
 };
@@ -2058,7 +2203,7 @@ struct ImVector
     // Constructors, destructor
     inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
     inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
-    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
+    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
     inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything
 
     inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything
@@ -2118,11 +2263,18 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
 
 struct ImGuiStyle
 {
+    // Font scaling
+    // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
+    float       FontSizeBase;               // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
+    float       FontScaleMain;              // Main global scale factor. May be set by application once, or exposed to end-user.
+    float       FontScaleDpi;               // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
+
     float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
     float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
     ImVec2      WindowPadding;              // Padding within a window.
     float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
     float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    float       WindowBorderHoverPadding;   // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
     ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
     ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
@@ -2141,16 +2293,27 @@ struct ImGuiStyle
     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
     float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
     float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
+    float       ScrollbarPadding;           // Padding of scrollbar grab within its frame (same for both axes).
     float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
     float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
+    float       ImageBorderSize;            // Thickness of border around Image() calls.
     float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
     float       TabBorderSize;              // Thickness of border around tabs.
-    float       TabMinWidthForCloseButton;  // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+    float       TabMinWidthBase;            // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
+    float       TabMinWidthShrink;          // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
+    float       TabCloseButtonMinWidthSelected;     // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
+    float       TabCloseButtonMinWidthUnselected;   // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
     float       TabBarBorderSize;           // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
     float       TabBarOverlineSize;         // Thickness of tab-bar overline, which highlights the selected tab-bar.
     float       TableAngledHeadersAngle;    // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
     ImVec2      TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
+    ImGuiTreeNodeFlags TreeLinesFlags;      // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
+    float       TreeLinesSize;              // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
+    float       TreeLinesRounding;          // Radius of lines connecting child nodes to the vertical line.
+    float       DragDropTargetRounding;     // Radius of the drag and drop target frame.
+    float       DragDropTargetBorderSize;   // Thickness of the drag and drop target border.
+    float       DragDropTargetPadding;      // Size to expand the drag and drop target from actual target item size.
     ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
     ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@@ -2165,6 +2328,8 @@ struct ImGuiStyle
     bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
     float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
     float       CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
+
+    // Colors
     ImVec4      Colors[ImGuiCol_COUNT];
 
     // Behaviors
@@ -2175,8 +2340,18 @@ struct ImGuiStyle
     ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
     ImGuiHoveredFlags HoverFlagsForTooltipNav;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
 
-    IMGUI_API ImGuiStyle();
-    IMGUI_API void ScaleAllSizes(float scale_factor);
+    // [Internal]
+    float       _MainScale;                 // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
+    float       _NextFrameFontSizeBase;     // FIXME: Temporary hack until we finish remaining work.
+
+    // Functions
+    IMGUI_API   ImGuiStyle();
+    IMGUI_API   void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
+
+    // Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
+#endif
 };
 
 //-----------------------------------------------------------------------------
@@ -2209,7 +2384,8 @@ struct ImGuiIO
 
     ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
     ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
-    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
+    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
+    ImVec2      DisplayFramebufferScale;        // = (1, 1)         // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
     float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.
     float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
     const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
@@ -2218,10 +2394,8 @@ struct ImGuiIO
 
     // Font system
     ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
-    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
-    bool        FontAllowUserScaling;           // = false          // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
     ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
-    ImVec2      DisplayFramebufferScale;        // = (1, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
+    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with Ctrl+Wheel.
 
     // Keyboard/Gamepad Navigation options
     bool        ConfigNavSwapGamepadButtons;    // = false          // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
@@ -2242,7 +2416,7 @@ struct ImGuiIO
     bool        ConfigDragClickToInputText;     // = false          // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
     bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
     bool        ConfigWindowsMoveFromTitleBarOnly;  // = false      // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
-    bool        ConfigWindowsCopyContentsWithCtrlC; // = false      // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
+    bool        ConfigWindowsCopyContentsWithCtrlC; // = false      // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
     bool        ConfigScrollbarScrollByPage;    // = true           // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
     float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
 
@@ -2280,14 +2454,15 @@ struct ImGuiIO
     // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
     // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
     // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
-    //   e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
+    //   e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version.
     bool        ConfigDebugIsDebuggerPresent;   // = false          // Enable various tools calling IM_DEBUG_BREAK().
 
     // Tools to detect code submitting items with conflicting/duplicate IDs
     // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
     // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
     // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
-    bool        ConfigDebugHighlightIdConflicts;// = true           // Highlight and show an error message when multiple items have conflicting identifiers.
+    bool        ConfigDebugHighlightIdConflicts;// = true           // Highlight and show an error message popup when multiple items have conflicting identifiers.
+    bool        ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
 
     // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
     // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
@@ -2309,6 +2484,7 @@ struct ImGuiIO
     // (the imgui_impl_xxxx backend files are setting those up for you)
     //------------------------------------------------------------------
 
+    // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
     // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
     const char* BackendPlatformName;            // = NULL
     const char* BackendRendererName;            // = NULL
@@ -2337,9 +2513,6 @@ struct ImGuiIO
     IMGUI_API void  ClearEventsQueue();                                     // Clear all incoming events.
     IMGUI_API void  ClearInputKeys();                                       // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
     IMGUI_API void  ClearInputMouse();                                      // Clear current mouse state.
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    IMGUI_API void  ClearInputCharacters();                                 // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
-#endif
 
     //------------------------------------------------------------------
     // Output - Updated by NewFrame() or EndFrame()/Render()
@@ -2372,17 +2545,17 @@ struct ImGuiIO
     // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
     ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
     bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
-    float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
+    float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll.
     float       MouseWheelH;                        // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
     ImGuiMouseSource MouseSource;                   // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
-    bool        KeyCtrl;                            // Keyboard modifier down: Control
+    bool        KeyCtrl;                            // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
     bool        KeyShift;                           // Keyboard modifier down: Shift
     bool        KeyAlt;                             // Keyboard modifier down: Alt
-    bool        KeySuper;                           // Keyboard modifier down: Cmd/Super/Windows
+    bool        KeySuper;                           // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS)
 
     // Other state maintained from data above + IO function calls
-    ImGuiKeyChord KeyMods;                          // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
-    ImGuiKeyData  KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
+    ImGuiKeyChord KeyMods;                          // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame()
+    ImGuiKeyData  KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
     bool        WantCaptureMouseUnlessPopupClose;   // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
     ImVec2      MousePosPrev;                       // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
     ImVec2      MouseClickedPos[5];                 // Position at time of clicking
@@ -2392,10 +2565,11 @@ struct ImGuiIO
     ImU16       MouseClickedCount[5];               // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
     ImU16       MouseClickedLastCount[5];           // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
     bool        MouseReleased[5];                   // Mouse button went from Down to !Down
+    double      MouseReleasedTime[5];               // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
     bool        MouseDownOwned[5];                  // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
     bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.
-    bool        MouseWheelRequestAxisSwap;          // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
-    bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
+    bool        MouseWheelRequestAxisSwap;          // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
+    bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
     float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)
     float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down
     float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
@@ -2415,12 +2589,16 @@ struct ImGuiIO
     //float     NavInputs[ImGuiNavInput_COUNT];     // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
     //void*     ImeWindowHandle;                    // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
 
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    float       FontGlobalScale;                    // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
+
     // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
     // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     const char* (*GetClipboardTextFn)(void* user_data);
     void        (*SetClipboardTextFn)(void* user_data, const char* text);
     void*       ClipboardUserData;
+
+    //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
 #endif
 
     IMGUI_API   ImGuiIO();
@@ -2433,7 +2611,7 @@ struct ImGuiIO
 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
 // The callback function should return 0 by default.
 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
-// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
 // - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
 // - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
 // - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
@@ -2455,10 +2633,10 @@ struct ImGuiInputTextCallbackData
     ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
     char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
     int                 BufTextLen;     // Text length (in bytes)               // Read-write   // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
-    int                 BufSize;        // Buffer size (in bytes) = capacity+1  // Read-only    // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
+    int                 BufSize;        // Buffer size (in bytes) = capacity+1  // Read-only    // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
     bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
     int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
-    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
+    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection
     int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
 
     // Helper functions for text manipulation.
@@ -2560,10 +2738,11 @@ struct ImGuiTextBuffer
     ImGuiTextBuffer()   { }
     inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
     const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
-    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
+    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
     int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
     bool                empty() const           { return Buf.Size <= 1; }
     void                clear()                 { Buf.clear(); }
+    void                resize(int size)        { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
     void                reserve(int capacity)   { Buf.reserve(capacity); }
     const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
     IMGUI_API void      append(const char* str, const char* str_end = NULL);
@@ -2626,6 +2805,13 @@ struct ImGuiStorage
 #endif
 };
 
+// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent)
+enum ImGuiListClipperFlags_
+{
+    ImGuiListClipperFlags_None                  = 0,
+    ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0,   // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row.
+};
+
 // Helper: Manually clip large list of items.
 // If you have lots evenly spaced items and you have random access to the list, you can perform coarse
 // clipping based on visibility to only submit items that are in view.
@@ -2653,9 +2839,10 @@ struct ImGuiListClipper
     int             DisplayEnd;         // End of items to display (exclusive)
     int             ItemsCount;         // [Internal] Number of items
     float           ItemsHeight;        // [Internal] Height of item after a first step and item submission can calculate it
-    float           StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
+    double          StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
     double          StartSeekOffsetY;   // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
     void*           TempData;           // [Internal] Internal data
+    ImGuiListClipperFlags Flags;        // [Internal] Flags, currently not yet well exposed.
 
     // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
     // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
@@ -2676,8 +2863,8 @@ struct ImGuiListClipper
     IMGUI_API void  SeekCursorForItem(int item_index);
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    inline void IncludeRangeByIndices(int item_begin, int item_end)      { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
-    inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
+    //inline void IncludeRangeByIndices(int item_begin, int item_end)      { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
+    //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
     //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
 #endif
 };
@@ -2686,34 +2873,42 @@ struct ImGuiListClipper
 // - It is important that we are keeping those disabled by default so they don't leak in user space.
 // - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
 // - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
+// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
 #ifdef IMGUI_DEFINE_MATH_OPERATORS
 #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
 IM_MSVC_RUNTIME_CHECKS_OFF
-static inline ImVec2  operator*(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
-static inline ImVec2  operator/(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
-static inline ImVec2  operator+(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
-static inline ImVec2  operator-(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
-static inline ImVec2  operator*(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
-static inline ImVec2  operator/(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
-static inline ImVec2  operator-(const ImVec2& lhs)                      { return ImVec2(-lhs.x, -lhs.y); }
-static inline ImVec2& operator*=(ImVec2& lhs, const float rhs)          { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
-static inline ImVec2& operator/=(ImVec2& lhs, const float rhs)          { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
-static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
-static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
-static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
-static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
-static inline bool    operator==(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y; }
-static inline bool    operator!=(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y; }
-static inline ImVec4  operator+(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
-static inline ImVec4  operator-(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
-static inline ImVec4  operator*(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
-static inline bool    operator==(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
-static inline bool    operator!=(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
+// ImVec2 operators
+inline ImVec2  operator*(const ImVec2& lhs, const float rhs)    { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
+inline ImVec2  operator/(const ImVec2& lhs, const float rhs)    { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
+inline ImVec2  operator+(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
+inline ImVec2  operator-(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
+inline ImVec2  operator*(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+inline ImVec2  operator/(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
+inline ImVec2  operator-(const ImVec2& lhs)                     { return ImVec2(-lhs.x, -lhs.y); }
+inline ImVec2& operator*=(ImVec2& lhs, const float rhs)         { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
+inline ImVec2& operator/=(ImVec2& lhs, const float rhs)         { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
+inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
+inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
+inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
+inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
+inline bool    operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
+inline bool    operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
+// ImVec4 operators
+inline ImVec4  operator*(const ImVec4& lhs, const float rhs)    { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
+inline ImVec4  operator/(const ImVec4& lhs, const float rhs)    { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
+inline ImVec4  operator+(const ImVec4& lhs, const ImVec4& rhs)  { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
+inline ImVec4  operator-(const ImVec4& lhs, const ImVec4& rhs)  { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
+inline ImVec4  operator*(const ImVec4& lhs, const ImVec4& rhs)  { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
+inline ImVec4  operator/(const ImVec4& lhs, const ImVec4& rhs)  { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
+inline ImVec4  operator-(const ImVec4& lhs)                     { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
+inline bool    operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
+inline bool    operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
 IM_MSVC_RUNTIME_CHECKS_RESTORE
 #endif
 
 // Helpers macros to generate 32-bit encoded colors
-// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
+// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
+// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
 #ifndef IM_COL32_R_SHIFT
 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
 #define IM_COL32_R_SHIFT    16
@@ -2762,7 +2957,7 @@ struct ImColor
 // Multi-selection system
 // Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
 // - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
-// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
+// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
 //   with support for clipper (skipping non-visible items), box-select and many other details.
 // - Selectable(), Checkbox() are supported but custom widgets may use it as well.
 // - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
@@ -2800,7 +2995,7 @@ enum ImGuiMultiSelectFlags_
 {
     ImGuiMultiSelectFlags_None                  = 0,
     ImGuiMultiSelectFlags_SingleSelect          = 1 << 0,   // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
-    ImGuiMultiSelectFlags_NoSelectAll           = 1 << 1,   // Disable CTRL+A shortcut to select all.
+    ImGuiMultiSelectFlags_NoSelectAll           = 1 << 1,   // Disable Ctrl+A shortcut to select all.
     ImGuiMultiSelectFlags_NoRangeSelect         = 1 << 2,   // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
     ImGuiMultiSelectFlags_NoAutoSelect          = 1 << 3,   // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
     ImGuiMultiSelectFlags_NoAutoClear           = 1 << 4,   // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
@@ -2816,6 +3011,7 @@ enum ImGuiMultiSelectFlags_
     ImGuiMultiSelectFlags_SelectOnClickRelease  = 1 << 14,  // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
     //ImGuiMultiSelectFlags_RangeSelect2d       = 1 << 15,  // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
     ImGuiMultiSelectFlags_NavWrapX              = 1 << 16,  // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
+    ImGuiMultiSelectFlags_NoSelectOnRightClick  = 1 << 17,  // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
 };
 
 // Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
@@ -2886,7 +3082,7 @@ struct ImGuiSelectionBasicStorage
     IMGUI_API void  Clear();                                    // Clear selection
     IMGUI_API void  Swap(ImGuiSelectionBasicStorage& r);        // Swap two selections
     IMGUI_API void  SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
-    IMGUI_API bool  GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
+    IMGUI_API bool  GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
     inline ImGuiID  GetStorageIdFromIndex(int idx)              { return AdapterIndexToStorageId(this, idx); }  // Convert index to item id based on provided adapter.
 };
 
@@ -2910,7 +3106,14 @@ struct ImGuiSelectionExternalStorage
 
 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
-#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)
+#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (32)
+#endif
+
+// ImDrawIdx: vertex index. [Compile-time configurable type]
+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)
 #endif
 
 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
@@ -2934,11 +3137,11 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
 // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
 //   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
 //   Backends made for <1.71. will typically ignore the VtxOffset fields.
-// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
+// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
 struct ImDrawCmd
 {
     ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
-    ImTextureID     TextureId;          // 4-8  // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
+    ImTextureRef    TexRef;             // 16   // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
     unsigned int    VtxOffset;          // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
     unsigned int    IdxOffset;          // 4    // Start offset in index buffer.
     unsigned int    ElemCount;          // 4    // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
@@ -2950,7 +3153,8 @@ struct ImDrawCmd
     ImDrawCmd()     { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
 
     // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
-    inline ImTextureID GetTexID() const { return TextureId; }
+    // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
+    inline ImTextureID GetTexID() const;    // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID)
 };
 
 // Vertex layout
@@ -2973,7 +3177,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
 struct ImDrawCmdHeader
 {
     ImVec4          ClipRect;
-    ImTextureID     TextureId;
+    ImTextureRef    TexRef;
     unsigned int    VtxOffset;
 };
 
@@ -2984,7 +3188,6 @@ struct ImDrawChannel
     ImVector<ImDrawIdx>         _IdxBuffer;
 };
 
-
 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
 struct ImDrawListSplitter
@@ -3059,20 +3262,21 @@ struct ImDrawList
     ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
     ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
     ImVector<ImVec4>        _ClipRectStack;     // [Internal]
-    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
+    ImVector<ImTextureRef>  _TextureStack;      // [Internal]
     ImVector<ImU8>          _CallbacksDataBuf;  // [Internal]
     float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
     const char*             _OwnerName;         // Pointer to owner window's name for debugging
 
-    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
-    ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
+    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
+    // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
+    IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
+    IMGUI_API ~ImDrawList();
 
-    ~ImDrawList() { _ClearFreeMemory(); }
     IMGUI_API void  PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
     IMGUI_API void  PushClipRectFullScreen();
     IMGUI_API void  PopClipRect();
-    IMGUI_API void  PushTextureID(ImTextureID texture_id);
-    IMGUI_API void  PopTextureID();
+    IMGUI_API void  PushTexture(ImTextureRef tex_ref);
+    IMGUI_API void  PopTexture();
     inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
 
@@ -3104,18 +3308,18 @@ struct ImDrawList
 
     // General polygon
     // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
-    // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
+    // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
     IMGUI_API void  AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
 
     // Image primitives
-    // - Read FAQ to understand what ImTextureID is.
+    // - Read FAQ to understand what ImTextureID/ImTextureRef are.
     // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
     // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
-    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
-    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
-    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
+    IMGUI_API void  AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
+    IMGUI_API void  AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
+    IMGUI_API void  AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
 
     // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
     // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
@@ -3146,7 +3350,7 @@ struct ImDrawList
 
     // Advanced: Miscellaneous
     IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
-    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
+    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead.
 
     // Advanced: Channels
     // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
@@ -3171,6 +3375,10 @@ struct ImDrawList
     inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
 
     // Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    inline    void  PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); }   // RENAMED in 1.92.0
+    inline    void  PopTextureID()                      { PopTexture(); }           // RENAMED in 1.92.0
+#endif
     //inline  void  AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
     //inline  void  AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); }                        // OBSOLETED in 1.90.5 (Mar 2024)
     //inline  void  PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
@@ -3178,14 +3386,15 @@ struct ImDrawList
     //inline  void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }                                                                                // OBSOLETED in 1.80 (Jan 2021)
 
     // [Internal helpers]
+    IMGUI_API void  _SetDrawListSharedData(ImDrawListSharedData* data);
     IMGUI_API void  _ResetForNewFrame();
     IMGUI_API void  _ClearFreeMemory();
     IMGUI_API void  _PopUnusedDrawCmd();
     IMGUI_API void  _TryMergeDrawCmds();
     IMGUI_API void  _OnChangedClipRect();
-    IMGUI_API void  _OnChangedTextureID();
+    IMGUI_API void  _OnChangedTexture();
     IMGUI_API void  _OnChangedVtxOffset();
-    IMGUI_API void  _SetTextureID(ImTextureID texture_id);
+    IMGUI_API void  _SetTexture(ImTextureRef tex_ref);
     IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
     IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
     IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
@@ -3197,14 +3406,15 @@ struct ImDrawList
 struct ImDrawData
 {
     bool                Valid;              // Only valid after Render() is called and before the next NewFrame() is called.
-    int                 CmdListsCount;      // Number of ImDrawList* to render (should always be == CmdLists.size)
+    int                 CmdListsCount;      // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
     int                 TotalIdxCount;      // For convenience, sum of all ImDrawList's IdxBuffer.Size
     int                 TotalVtxCount;      // For convenience, sum of all ImDrawList's VtxBuffer.Size
     ImVector<ImDrawList*> CmdLists;         // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
     ImVec2              DisplayPos;         // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
     ImVec2              DisplaySize;        // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
-    ImVec2              FramebufferScale;   // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
+    ImVec2              FramebufferScale;   // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
     ImGuiViewport*      OwnerViewport;      // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
+    ImVector<ImTextureData*>* Textures;     // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
 
     // Functions
     ImDrawData()    { Clear(); }
@@ -3214,48 +3424,146 @@ struct ImDrawData
     IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
 };
 
+//-----------------------------------------------------------------------------
+// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
+//-----------------------------------------------------------------------------
+// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
+// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
+// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
+//-----------------------------------------------------------------------------
+
+#undef Status // X11 headers are leaking this.
+
+// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
+// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
+enum ImTextureFormat
+{
+    ImTextureFormat_RGBA32,         // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
+    ImTextureFormat_Alpha8,         // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
+};
+
+// Status of a texture to communicate with Renderer Backend.
+enum ImTextureStatus
+{
+    ImTextureStatus_OK,
+    ImTextureStatus_Destroyed,      // Backend destroyed the texture.
+    ImTextureStatus_WantCreate,     // Requesting backend to create the texture. Set status OK when done.
+    ImTextureStatus_WantUpdates,    // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
+    ImTextureStatus_WantDestroy,    // Requesting backend to destroy the texture. Set status to Destroyed when done.
+};
+
+// Coordinates of a rectangle within a texture.
+// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
+// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
+struct ImTextureRect
+{
+    unsigned short      x, y;       // Upper-left coordinates of rectangle to update
+    unsigned short      w, h;       // Size of rectangle to update (in pixels)
+};
+
+// Specs and pixel storage for a texture used by Dear ImGui.
+// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
+// Renderer Backends will create a GPU-side version of this.
+// Why does we store two identifiers: TexID and BackendUserData?
+// - ImTextureID    TexID           = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
+// - void*          BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
+ // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
+struct ImTextureData
+{
+    //------------------------------------------ core / backend ---------------------------------------
+    int                 UniqueID;               // w    -   // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
+    ImTextureStatus     Status;                 // rw   rw  // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
+    void*               BackendUserData;        // -    rw  // Convenience storage for backend. Some backends may have enough with TexID.
+    ImTextureID         TexID;                  // r    w   // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
+    ImTextureFormat     Format;                 // w    r   // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
+    int                 Width;                  // w    r   // Texture width
+    int                 Height;                 // w    r   // Texture height
+    int                 BytesPerPixel;          // w    r   // 4 or 1
+    unsigned char*      Pixels;                 // w    r   // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
+    ImTextureRect       UsedRect;               // w    r   // Bounding box encompassing all past and queued Updates[].
+    ImTextureRect       UpdateRect;             // w    r   // Bounding box encompassing all queued Updates[].
+    ImVector<ImTextureRect> Updates;            // w    r   // Array of individual updates.
+    int                 UnusedFrames;           // w    r   // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
+    unsigned short      RefCount;               // w    r   // Number of contexts using this texture. Used during backend shutdown.
+    bool                UseColors;              // w    r   // Tell whether our texture data is known to use colors (rather than just white + alpha).
+    bool                WantDestroyNextFrame;   // rw   -   // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
+
+    // Functions
+    ImTextureData()     { memset(this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
+    ~ImTextureData()    { DestroyPixels(); }
+    IMGUI_API void      Create(ImTextureFormat format, int w, int h);
+    IMGUI_API void      DestroyPixels();
+    void*               GetPixels()                 { IM_ASSERT(Pixels != NULL); return Pixels; }
+    void*               GetPixelsAt(int x, int y)   { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
+    int                 GetSizeInBytes() const      { return Width * Height * BytesPerPixel; }
+    int                 GetPitch() const            { return Width * BytesPerPixel; }
+    ImTextureRef        GetTexRef()                 { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
+    ImTextureID         GetTexID() const            { return TexID; }
+
+    // Called by Renderer backend
+    // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
+    // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
+    void    SetTexID(ImTextureID tex_id)            { TexID = tex_id; }
+    void    SetStatus(ImTextureStatus status)       { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame) Status = ImTextureStatus_WantCreate; }
+};
+
 //-----------------------------------------------------------------------------
 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
 //-----------------------------------------------------------------------------
 
+// A font input/source (we may rename this to ImFontSource in the future)
 struct ImFontConfig
 {
+    // Data Source
+    char            Name[40];               // <auto>   // Name (strictly to ease debugging, hence limited size buffer)
     void*           FontData;               //          // TTF/OTF data
     int             FontDataSize;           //          // TTF/OTF data size
-    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
-    int             FontNo;                 // 0        // Index of font within TTF/OTF file
+    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself).
+
+    // Options
+    bool            MergeMode;              // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
+    bool            PixelSnapH;             // false    // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
+    bool            PixelSnapV;             // true     // Align Scaled GlyphOffset.y to pixel boundaries.
+    ImS8            OversampleH;            // 0 (2)    // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
+    ImS8            OversampleV;            // 0 (1)    // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
+    ImWchar         EllipsisChar;           // 0        // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
     float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
-    int             OversampleH;            // 2        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
-    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
-    bool            PixelSnapH;             // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
-    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
-    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
-    const ImWchar*  GlyphRanges;            // NULL     // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
-    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
+    const ImWchar*  GlyphRanges;            // NULL     // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
+    const ImWchar*  GlyphExcludeRanges;     // NULL     // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
+    //ImVec2        GlyphExtraSpacing;      // 0, 0     // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
+    ImVec2          GlyphOffset;            // 0, 0     // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
+    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
     float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
-    bool            MergeMode;              // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
-    unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
+    float           GlyphExtraAdvanceX;     // 0        // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
+    ImU32           FontNo;                 // 0        // Index of font within TTF/OTF file
+    unsigned int    FontLoaderFlags;        // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
+    //unsigned int  FontBuilderFlags;       // --       // [Renamed in 1.92] Ue FontLoaderFlags.
     float           RasterizerMultiply;     // 1.0f     // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
-    float           RasterizerDensity;      // 1.0f     // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
-    ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
+    float           RasterizerDensity;      // 1.0f     // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
 
     // [Internal]
-    char            Name[40];               // Name (strictly to ease debugging)
-    ImFont*         DstFont;
+    ImFontFlags     Flags;                  // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
+    ImFont*         DstFont;                // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
+    const ImFontLoader* FontLoader;         // Custom font backend for this source (default source is the one stored in ImFontAtlas)
+    void*           FontLoaderData;         // Font loader opaque storage (per font config)
 
     IMGUI_API ImFontConfig();
 };
 
 // Hold rendering data for one glyph.
-// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
+// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
 struct ImFontGlyph
 {
     unsigned int    Colored : 1;        // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
     unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
-    unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF
-    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
-    float           X0, Y0, X1, Y1;     // Glyph corners
-    float           U0, V0, U1, V1;     // Texture coordinates
+    unsigned int    SourceIdx : 4;      // Index of source in parent font
+    unsigned int    Codepoint : 26;     // 0x0000..0x10FFFF
+    float           AdvanceX;           // Horizontal distance to advance cursor/layout position.
+    float           X0, Y0, X1, Y1;     // Glyph corners. Offsets from current cursor/layout position.
+    float           U0, V0, U1, V1;     // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
+    int             PackId;             // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
+
+    ImFontGlyph()   { memset(this, 0, sizeof(*this)); PackId = -1; }
 };
 
 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
@@ -3274,18 +3582,21 @@ struct ImFontGlyphRangesBuilder
     IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
 };
 
-// See ImFontAtlas::AddCustomRectXXX functions.
-struct ImFontAtlasCustomRect
+// An opaque identifier to a rectangle in the atlas. -1 when invalid.
+// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
+typedef int ImFontAtlasRectId;
+#define ImFontAtlasRectId_Invalid -1
+
+// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
+// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
+// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
+struct ImFontAtlasRect
 {
-    unsigned short  Width, Height;  // Input    // Desired rectangle dimension
-    unsigned short  X, Y;           // Output   // Packed position in Atlas
-    unsigned int    GlyphID : 31;   // Input    // For custom font glyphs only (ID < 0x110000)
-    unsigned int    GlyphColored : 1; // Input  // For custom font glyphs only: glyph is colored, removed tinting.
-    float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance
-    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset
-    ImFont*         Font;           // Input    // For custom font glyphs only: target font
-    ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
-    bool IsPacked() const           { return X != 0xFFFF; }
+    unsigned short  x, y;               // Position (in current texture)
+    unsigned short  w, h;               // Size
+    ImVec2          uv0, uv1;           // UV coordinates (in current texture)
+
+    ImFontAtlasRect() { memset(this, 0, sizeof(*this)); }
 };
 
 // Flags for ImFontAtlas build
@@ -3301,12 +3612,14 @@ enum ImFontAtlasFlags_
 //  - One or more fonts.
 //  - Custom graphics data needed to render the shapes needed by Dear ImGui.
 //  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
-// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
-//  - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
-//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
-//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
+//  - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
+// It is the rendering backend responsibility to upload texture into your graphics API:
+//  - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
+//  - Backend then set ImTextureData's TexID and BackendUserData.
+//  - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
+// Legacy path:
+//  - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
 //  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
-//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
 // Common pitfalls:
 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
 //   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
@@ -3320,35 +3633,49 @@ struct ImFontAtlas
     IMGUI_API ~ImFontAtlas();
     IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
     IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
-    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
-    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
-    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
-    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
-    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
-    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
-    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
-    IMGUI_API void              Clear();                    // Clear all input and output.
-
-    // Build atlas, retrieve pixel data.
-    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
-    // The pitch is always = Width * BytesPerPixels (1 or 4)
-    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
-    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
-    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
-    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
-    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
-    bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
-    void                        SetTexID(ImTextureID id)    { TexID = id; }
+    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
+    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
+    IMGUI_API void              RemoveFont(ImFont* font);
+
+    IMGUI_API void              Clear();                    // Clear everything (input fonts, output glyphs/textures).
+    IMGUI_API void              CompactCache();             // Compact cached glyphs and texture.
+    IMGUI_API void              SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
+
+    // As we are transitioning toward a new font system, we expect to obsolete those soon:
+    IMGUI_API void              ClearInputData();           // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
+    IMGUI_API void              ClearFonts();               // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
+    IMGUI_API void              ClearTexData();             // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    // Legacy path for build atlas + retrieving pixel data.
+    // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
+    // - The pitch is always = Width * BytesPerPixels (1 or 4)
+    // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
+    //   the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste).
+    // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
+    //   - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
+    //   - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
+    IMGUI_API bool  Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
+    IMGUI_API void  GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
+    IMGUI_API void  GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
+    void            SetTexID(ImTextureID id)    { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; }                               // Called by legacy backends. May be called before texture creation.
+    void            SetTexID(ImTextureRef id)   { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
+    bool            IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
+#endif
 
     //-------------------------------------------
     // Glyph Ranges
     //-------------------------------------------
 
+    // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
+    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
     // NB: Make sure that your string are UTF-8 and NOT in your local code page.
     // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
     // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
-    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
     IMGUI_API const ImWchar*    GetGlyphRangesGreek();                  // Default + Greek and Coptic
     IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
     IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
@@ -3357,120 +3684,211 @@ struct ImFontAtlas
     IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
     IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
     IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
+#endif
 
     //-------------------------------------------
-    // [BETA] Custom Rectangles/Glyphs API
+    // [ALPHA] Custom Rectangles/Glyphs API
     //-------------------------------------------
 
-    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
-    // - After calling Build(), you can query the rectangle position and render your pixels.
-    // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
-    // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
-    //   so you can render e.g. custom colorful icons and use them as regular glyphs.
+    // Register and retrieve custom rectangles
+    // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
+    // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
+    // - You can render your pixels into the texture right after calling the AddCustomRect() functions.
+    // - VERY IMPORTANT:
+    //   - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
+    //   - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
+    //   - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
+    // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
     // - Read docs/FONTS.md for more details about using colorful icons.
-    // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
-    IMGUI_API int               AddCustomRectRegular(int width, int height);
-    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
-    ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
-
-    // [Internal]
-    IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
-    IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
+    // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
+    // - (Pre-1.92 names) ------------> (1.92 names)
+    //   - GetCustomRectByIndex()   --> Use GetCustomRect()
+    //   - CalcCustomRectUV()       --> Use GetCustomRect() and read uv0, uv1 fields.
+    //   - AddCustomRectRegular()   --> Renamed to AddCustomRect()
+    //   - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
+    //   - ImFontAtlasCustomRect    --> Renamed to ImFontAtlasRect
+    IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
+    IMGUI_API void              RemoveCustomRect(ImFontAtlasRectId id);                             // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
+    IMGUI_API bool              GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const;  // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
 
     //-------------------------------------------
     // Members
     //-------------------------------------------
 
+    // Input
     ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
-    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
-    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
-    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
-    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
+    ImTextureFormat             TexDesiredFormat;   // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
+    int                         TexGlyphPadding;    // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
+    int                         TexMinWidth;        // Minimum desired texture width. Must be a power of two. Default to 512.
+    int                         TexMinHeight;       // Minimum desired texture height. Must be a power of two. Default to 128.
+    int                         TexMaxWidth;        // Maximum desired texture width. Must be a power of two. Default to 8192.
+    int                         TexMaxHeight;       // Maximum desired texture height. Must be a power of two. Default to 8192.
     void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).
 
+    // Output
+    // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
+    // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImTextureRef                TexRef;             // Latest texture identifier == TexData->GetTexRef().
+#else
+    union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
+#endif
+    ImTextureData*              TexData;            // Latest texture.
+
     // [Internal]
-    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
-    bool                        TexReady;           // Set when texture was built matching current font input
-    bool                        TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
-    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
-    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
-    int                         TexWidth;           // Texture width calculated during Build().
-    int                         TexHeight;          // Texture height calculated during Build().
-    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
-    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
+    ImVector<ImTextureData*>    TexList;            // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
+    bool                        Locked;             // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
+    bool                        RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
+    bool                        TexIsBuilt;         // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
+    bool                        TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
+    ImVec2                      TexUvScale;         // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
+    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel. May change as new texture gets created.
     ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
-    ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
-    ImVector<ImFontConfig>      ConfigData;         // Configuration data
+    ImVector<ImFontConfig>      Sources;            // Source/configuration data
     ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines
+    int                         TexNextUniqueID;    // Next value to be stored in TexData->UniqueID
+    int                         FontNextUniqueID;   // Next value to be stored in ImFont->FontID
+    ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
+    ImFontAtlasBuilder*         Builder;            // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
+    const ImFontLoader*         FontLoader;         // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
+    const char*                 FontLoaderName;     // Font loader name (for display e.g. in About box) == FontLoader->Name
+    void*                       FontLoaderData;     // Font backend opaque storage
+    unsigned int                FontLoaderFlags;    // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
+    int                         RefCount;           // Number of contexts using this atlas
+    ImGuiContext*               OwnerContext;       // Context which own the atlas will be in charge of updating and destroying it.
 
-    // [Internal] Font builder
-    const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
-    unsigned int                FontBuilderFlags;   // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
+    // [Obsolete]
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
+    ImFontAtlasRect             TempRect;           // For old GetCustomRectByIndex() API
+    inline ImFontAtlasRectId    AddCustomRectRegular(int w, int h)                                                          { return AddCustomRect(w, h); }                             // RENAMED in 1.92.0
+    inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id)                                                { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0
+    inline void                 CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const    { *out_uv_min = r->uv0; *out_uv_max = r->uv1; }             // OBSOLETED in 1.92.0
+    IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0));                            // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
+    IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0));    // ADDED AND OBSOLETED in 1.92.0
+#endif
+    //unsigned int                      FontBuilderFlags;        // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
+    //int                               TexDesiredWidth;         // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
+    //typedef ImFontAtlasRect           ImFontAtlasCustomRect;   // OBSOLETED in 1.92.0
+    //typedef ImFontAtlasCustomRect     CustomRect;              // OBSOLETED in 1.72+
+    //typedef ImFontGlyphRangesBuilder  GlyphRangesBuilder;      // OBSOLETED in 1.67+
+};
 
-    // [Internal] Packing data
-    int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
-    int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines
+// Font runtime data for a given size
+// Important: pointers to ImFontBaked are only valid for the current frame.
+struct ImFontBaked
+{
+    // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
+    ImVector<float>             IndexAdvanceX;      // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
+    float                       FallbackAdvanceX;   // 4     // out // FindGlyph(FallbackChar)->AdvanceX
+    float                       Size;               // 4     // in  // Height of characters/line, set during loading (doesn't change after loading)
+    float                       RasterizerDensity;  // 4     // in  // Density this is baked at
+
+    // [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
+    ImVector<ImU16>             IndexLookup;        // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
+    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out // All glyphs.
+    int                         FallbackGlyphIndex; // 4     // out // Index of FontFallbackChar
+
+    // [Internal] Members: Cold
+    float                       Ascent, Descent;    // 4+4   // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
+    unsigned int                MetricsTotalSurface:26;// 3  // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+    unsigned int                WantDestroy:1;         // 0  //     // Queued for destroy
+    unsigned int                LoadNoFallback:1;      // 0  //     // Disable loading fallback in lower-level calls.
+    unsigned int                LoadNoRenderOnLayout:1;// 0  //     // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
+    int                         LastUsedFrame;         // 4  //     // Record of that time this was bounds
+    ImGuiID                     BakedId;            // 4     //     // Unique ID for this baked storage
+    ImFont*                     OwnerFont;          // 4-8   // in  // Parent font
+    void*                       FontLoaderDatas;    // 4-8   //     // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
 
-    // [Obsolete]
-    //typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
-    //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
+    // Functions
+    IMGUI_API ImFontBaked();
+    IMGUI_API void              ClearOutputData();
+    IMGUI_API ImFontGlyph*      FindGlyph(ImWchar c);               // Return U+FFFD glyph if requested glyph doesn't exists.
+    IMGUI_API ImFontGlyph*      FindGlyphNoFallback(ImWchar c);     // Return NULL if glyph doesn't exist
+    IMGUI_API float             GetCharAdvance(ImWchar c);
+    IMGUI_API bool              IsGlyphLoaded(ImWchar c);
+};
+
+// Font flags
+// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
+enum ImFontFlags_
+{
+    ImFontFlags_None                    = 0,
+    ImFontFlags_NoLoadError             = 1 << 1,   // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
+    ImFontFlags_NoLoadGlyphs            = 1 << 2,   // [Internal] Disable loading new glyphs.
+    ImFontFlags_LockBakedSizes          = 1 << 3,   // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
 };
 
 // Font runtime data and rendering
-// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
+// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
+// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
+// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
+// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
 struct ImFont
 {
-    // Members: Hot ~20/24 bytes (for CalcTextSize)
-    ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
-    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
-    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
-
-    // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
-    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
-    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
-    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
-
-    // Members: Cold ~32/40 bytes
-    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
-    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
-    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
-    ImWchar                     FallbackChar;       // 2     // out // = FFFD/'?' // Character used if a glyph isn't found.
-    ImWchar                     EllipsisChar;       // 2     // out // = '...'/'.'// Character used for ellipsis rendering.
-    short                       EllipsisCharCount;  // 1     // out // 1 or 3
-    float                       EllipsisWidth;      // 4     // out               // Width
-    float                       EllipsisCharStep;   // 4     // out               // Step between characters when EllipsisCount > 0
-    bool                        DirtyLookupTables;  // 1     // out //
-    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
-    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
-    int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
-    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
+    // [Internal] Members: Hot ~12-20 bytes
+    ImFontBaked*                LastBaked;          // 4-8   // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
+    ImFontAtlas*                OwnerAtlas;         // 4-8   // What we have been loaded into.
+    ImFontFlags                 Flags;              // 4     // Font flags.
+    float                       CurrentRasterizerDensity;    // Current rasterizer density. This is a varying state of the font.
+
+    // [Internal] Members: Cold ~24-52 bytes
+    // Conceptually Sources[] is the list of font sources merged to create this font.
+    ImGuiID                     FontId;             // Unique identifier for the font
+    float                       LegacySize;         // 4     // in  // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
+    ImVector<ImFontConfig*>     Sources;            // 16    // in  // List of sources. Pointers within OwnerAtlas->Sources[]
+    ImWchar                     EllipsisChar;       // 2-4   // out // Character used for ellipsis rendering ('...').
+    ImWchar                     FallbackChar;       // 2-4   // out // Character used if a glyph isn't found (U+FFFD, '?')
+    ImU8                        Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
+    bool                        EllipsisAutoBake;   // 1     //     // Mark when the "..." glyph needs to be generated.
+    ImGuiStorage                RemapPairs;         // 16    //     // Remapping pairs when using AddRemapChar(), otherwise empty.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    float                       Scale;              // 4     // in  // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
+#endif
 
     // Methods
     IMGUI_API ImFont();
     IMGUI_API ~ImFont();
-    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c);
-    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c);
-    float                       GetCharAdvance(ImWchar c)           { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
-    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
-    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
+    IMGUI_API bool              IsGlyphInFont(ImWchar c);
+    bool                        IsLoaded() const                { return OwnerAtlas != NULL; }
+    const char*                 GetDebugName() const            { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
 
+    // [Internal] Don't use!
     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
     // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
-    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8
-    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width);
-    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c);
-    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false);
+    IMGUI_API ImFontBaked*      GetFontBaked(float font_size, float density = -1.0f);  // Get or create baked data for given size
+    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL);
+    IMGUI_API const char*       CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width);
+    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
+    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, ImDrawTextFlags flags = 0);
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    inline const char*          CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); }
+#endif
 
     // [Internal] Don't use!
-    IMGUI_API void              BuildLookupTable();
     IMGUI_API void              ClearOutputData();
-    IMGUI_API void              GrowIndex(int new_size);
-    IMGUI_API void              AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
-    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
-    IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);
+    IMGUI_API void              AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
     IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
 };
 
+// This is provided for consistency (but we don't actually use this)
+inline ImTextureID ImTextureRef::GetTexID() const
+{
+    IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
+    return _TexData ? _TexData->TexID : _TexID;
+}
+
+// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
+inline ImTextureID ImDrawCmd::GetTexID() const
+{
+    // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
+    // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
+    ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
+    if (TexRef._TexData != NULL)
+        IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
+    return tex_id;
+}
+
 //-----------------------------------------------------------------------------
 // [SECTION] Viewports
 //-----------------------------------------------------------------------------
@@ -3497,6 +3915,7 @@ struct ImGuiViewport
     ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
     ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
     ImVec2              Size;                   // Main Area: Size of the viewport.
+    ImVec2              FramebufferScale;       // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
     ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
     ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
 
@@ -3521,7 +3940,7 @@ struct ImGuiPlatformIO
     IMGUI_API ImGuiPlatformIO();
 
     //------------------------------------------------------------------
-    // Interface with OS and Platform backend
+    // Input - Interface with OS and Platform backend (most common stuff)
     //------------------------------------------------------------------
 
     // Optional: Access OS clipboard
@@ -3531,7 +3950,7 @@ struct ImGuiPlatformIO
     void*       Platform_ClipboardUserData;
 
     // Optional: Open link/folder/file in OS Shell
-    // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
+    // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true)
     bool        (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
     void*       Platform_OpenInShellUserData;
 
@@ -3546,21 +3965,42 @@ struct ImGuiPlatformIO
     ImWchar     Platform_LocaleDecimalPoint;     // '.'
 
     //------------------------------------------------------------------
-    // Interface with Renderer Backend
+    // Input - Interface with Renderer Backend
     //------------------------------------------------------------------
 
+    // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
+    int         Renderer_TextureMaxWidth;
+    int         Renderer_TextureMaxHeight;
+
     // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
     void*       Renderer_RenderState;
+
+    //------------------------------------------------------------------
+    // Output
+    //------------------------------------------------------------------
+
+    // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
+    // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
+    ImVector<ImTextureData*>        Textures;           // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
+
+    //------------------------------------------------------------------
+    // Functions
+    //------------------------------------------------------------------
+
+    IMGUI_API void ClearPlatformHandlers();    // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
+    IMGUI_API void ClearRendererHandlers();    // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
 };
 
-// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
+// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
 struct ImGuiPlatformImeData
 {
-    bool    WantVisible;        // A widget wants the IME to be visible
-    ImVec2  InputPos;           // Position of the input cursor
-    float   InputLineHeight;    // Line height
+    bool    WantVisible;            // A widget wants the IME to be visible.
+    bool    WantTextInput;          // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
+    ImVec2  InputPos;               // Position of input cursor (for IME).
+    float   InputLineHeight;        // Line height (for IME).
+    ImGuiID ViewportId;             // ID of platform window/viewport.
 
-    ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
+    ImGuiPlatformImeData()          { memset(this, 0, sizeof(*this)); }
 };
 
 //-----------------------------------------------------------------------------
@@ -3572,29 +4012,34 @@ struct ImGuiPlatformImeData
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 namespace ImGui
 {
+    // OBSOLETED in 1.92.0 (from June 2025)
+    inline void         PushFont(ImFont* font)                                  { PushFont(font, font ? font->LegacySize : 0.0f); }
+    IMGUI_API void      SetWindowFontScale(float scale);                        // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
+    // OBSOLETED in 1.91.9 (from February 2025)
+    IMGUI_API void      Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
     // OBSOLETED in 1.91.0 (from July 2024)
-    static inline void  PushButtonRepeat(bool repeat)                           { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
-    static inline void  PopButtonRepeat()                                       { PopItemFlag(); }
-    static inline void  PushTabStop(bool tab_stop)                              { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
-    static inline void  PopTabStop()                                            { PopItemFlag(); }
+    inline void         PushButtonRepeat(bool repeat)                           { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
+    inline void         PopButtonRepeat()                                       { PopItemFlag(); }
+    inline void         PushTabStop(bool tab_stop)                              { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
+    inline void         PopTabStop()                                            { PopItemFlag(); }
     IMGUI_API ImVec2    GetContentRegionMax();                                  // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
     IMGUI_API ImVec2    GetWindowContentRegionMin();                            // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
     IMGUI_API ImVec2    GetWindowContentRegionMax();                            // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
     // OBSOLETED in 1.90.0 (from September 2023)
-    static inline bool  BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0)  { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
-    static inline void  EndChildFrame()                                                                     { EndChild(); }
-    //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
-    //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags)        { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags);     } // Unnecessary as true == ImGuiChildFlags_Borders
-    static inline void  ShowStackToolWindow(bool* p_open = NULL)                { ShowIDStackToolWindow(p_open); }
+    inline bool         BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0)  { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
+    inline void         EndChildFrame()                                                                     { EndChild(); }
+    //inline bool       BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
+    //inline bool       BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags)        { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags);     } // Unnecessary as true == ImGuiChildFlags_Borders
+    inline void         ShowStackToolWindow(bool* p_open = NULL)                { ShowIDStackToolWindow(p_open); }
     IMGUI_API bool      Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
     IMGUI_API bool      ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
-    // OBSOLETED in 1.89.7 (from June 2023)
-    IMGUI_API void      SetItemAllowOverlap();                                  // Use SetNextItemAllowOverlap() before item.
-    // OBSOLETED in 1.89.4 (from March 2023)
-    static inline void  PushAllowKeyboardFocus(bool tab_stop)                   { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
-    static inline void  PopAllowKeyboardFocus()                                 { PopItemFlag(); }
 
     // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
+    // OBSOLETED in 1.89.7 (from June 2023)
+    //IMGUI_API void      SetItemAllowOverlap();                                                      // Use SetNextItemAllowOverlap() _before_ item.
+    //-- OBSOLETED in 1.89.4 (from March 2023)
+    //static inline void  PushAllowKeyboardFocus(bool tab_stop)                                       { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
+    //static inline void  PopAllowKeyboardFocus()                                                     { PopItemFlag(); }
     //-- OBSOLETED in 1.89 (from August 2022)
     //IMGUI_API bool      ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
     //-- OBSOLETED in 1.88 (from May 2022)
@@ -3657,6 +4102,25 @@ namespace ImGui
     //static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42
 }
 
+//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
+// - ImFontAtlasCustomRect::X,Y          --> ImTextureRect::x,y
+// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
+// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
+// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
+typedef ImFontAtlasRect ImFontAtlasCustomRect;
+/*struct ImFontAtlasCustomRect
+{
+    unsigned short  X, Y;           // Output   // Packed position in Atlas
+    unsigned short  Width, Height;  // Input    // [Internal] Desired rectangle dimension
+    unsigned int    GlyphID:31;     // Input    // [Internal] For custom font glyphs only (ID < 0x110000)
+    unsigned int    GlyphColored:1; // Input    // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
+    float           GlyphAdvanceX;  // Input    // [Internal] For custom font glyphs only: glyph xadvance
+    ImVec2          GlyphOffset;    // Input    // [Internal] For custom font glyphs only: glyph display offset
+    ImFont*         Font;           // Input    // [Internal] For custom font glyphs only: target font
+    ImFontAtlasCustomRect()         { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
+    bool IsPacked() const           { return X != 0xFFFF; }
+};*/
+
 //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
 //typedef ImDrawFlags ImDrawCornerFlags;
 //enum ImDrawCornerFlags_
@@ -3674,7 +4138,7 @@ namespace ImGui
 //};
 
 // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
-// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
+// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
 //typedef ImGuiKeyChord ImGuiModFlags;      // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
 //enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
 //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
diff --git a/external/imgui/imgui_demo.cpp b/external/imgui/imgui_demo.cpp
index 76a06cc..a3996d9 100644
--- a/external/imgui/imgui_demo.cpp
+++ b/external/imgui/imgui_demo.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5
+// dear imgui, v1.92.5
 // (demo code)
 
 // Help:
@@ -59,9 +59,9 @@
 //   Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
 
 // Navigating this file:
-// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
-// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
+// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
 // - You can search/grep for all sections listed in the index to find the section.
 
 /*
@@ -70,15 +70,39 @@ Index of this file:
 
 // [SECTION] Forward Declarations
 // [SECTION] Helpers
-// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
 // [SECTION] Demo Window / ShowDemoWindow()
-// [SECTION] ShowDemoWindowMenuBar()
-// [SECTION] ShowDemoWindowWidgets()
-// [SECTION] ShowDemoWindowMultiSelect()
-// [SECTION] ShowDemoWindowLayout()
-// [SECTION] ShowDemoWindowPopups()
-// [SECTION] ShowDemoWindowTables()
-// [SECTION] ShowDemoWindowInputs()
+// [SECTION] DemoWindowMenuBar()
+// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
+// [SECTION] DemoWindowWidgetsBasic()
+// [SECTION] DemoWindowWidgetsBullets()
+// [SECTION] DemoWindowWidgetsCollapsingHeaders()
+// [SECTION] DemoWindowWidgetsComboBoxes()
+// [SECTION] DemoWindowWidgetsColorAndPickers()
+// [SECTION] DemoWindowWidgetsDataTypes()
+// [SECTION] DemoWindowWidgetsDisableBlocks()
+// [SECTION] DemoWindowWidgetsDragAndDrop()
+// [SECTION] DemoWindowWidgetsDragsAndSliders()
+// [SECTION] DemoWindowWidgetsFonts()
+// [SECTION] DemoWindowWidgetsImages()
+// [SECTION] DemoWindowWidgetsListBoxes()
+// [SECTION] DemoWindowWidgetsMultiComponents()
+// [SECTION] DemoWindowWidgetsPlotting()
+// [SECTION] DemoWindowWidgetsProgressBars()
+// [SECTION] DemoWindowWidgetsQueryingStatuses()
+// [SECTION] DemoWindowWidgetsSelectables()
+// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect()
+// [SECTION] DemoWindowWidgetsTabs()
+// [SECTION] DemoWindowWidgetsText()
+// [SECTION] DemoWindowWidgetsTextFilter()
+// [SECTION] DemoWindowWidgetsTextInput()
+// [SECTION] DemoWindowWidgetsTooltips()
+// [SECTION] DemoWindowWidgetsTreeNodes()
+// [SECTION] DemoWindowWidgetsVerticalSliders()
+// [SECTION] DemoWindowWidgets()
+// [SECTION] DemoWindowLayout()
+// [SECTION] DemoWindowPopups()
+// [SECTION] DemoWindowTables()
+// [SECTION] DemoWindowInputs()
 // [SECTION] About Window / ShowAboutWindow()
 // [SECTION] Style Editor / ShowStyleEditor()
 // [SECTION] User Guide / ShowUserGuide()
@@ -136,6 +160,7 @@ Index of this file:
 #pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                           // yes, they are more terse.
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"        // warning: 'xx' is deprecated: The POSIX name for this..   // for strdup used in demo code (so user can copy & paste the code)
 #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type
+#pragma clang diagnostic ignored "-Wformat"                         // warning: format specifies type 'int' but the argument has type 'unsigned int'
 #pragma clang diagnostic ignored "-Wformat-security"                // warning: format string is not a string literal
 #pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor    // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
 #pragma clang diagnostic ignored "-Wunused-macros"                  // warning: macro is not used                               // we define snprintf/vsnprintf on Windows so they are available, but not always used.
@@ -144,13 +169,18 @@ Index of this file:
 #pragma clang diagnostic ignored "-Wreserved-id-macro"              // warning: macro name is a reserved identifier
 #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wswitch-default"                 // warning: 'switch' missing 'default' label
 #elif defined(__GNUC__)
 #pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
 #pragma GCC diagnostic ignored "-Wint-to-pointer-cast"              // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat"                           // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
 #pragma GCC diagnostic ignored "-Wformat-security"                  // warning: format string is not a string literal (potentially insecure)
 #pragma GCC diagnostic ignored "-Wdouble-promotion"                 // warning: implicit conversion from 'float' to 'double' when passing argument to function
 #pragma GCC diagnostic ignored "-Wconversion"                       // warning: conversion to 'xxxx' from 'xxxx' may alter its value
 #pragma GCC diagnostic ignored "-Wmisleading-indentation"           // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on GitHub.
+#pragma GCC diagnostic ignored "-Wstrict-overflow"                  // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
+#pragma GCC diagnostic ignored "-Wcast-qual"                        // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
 #endif
 
 // Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)
@@ -221,14 +251,18 @@ static void ShowExampleMenuFile();
 
 // We split the contents of the big ShowDemoWindow() function into smaller functions
 // (because the link time of very large functions tends to grow non-linearly)
-static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data);
-static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data);
-static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data);
-static void ShowDemoWindowLayout();
-static void ShowDemoWindowPopups();
-static void ShowDemoWindowTables();
-static void ShowDemoWindowColumns();
-static void ShowDemoWindowInputs();
+static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data);
+static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data);
+static void DemoWindowLayout();
+static void DemoWindowPopups();
+static void DemoWindowTables();
+static void DemoWindowColumns();
+static void DemoWindowInputs();
+
+// Helper tree functions used by Property Editor & Multi-Select demos
+struct ExampleTreeNode;
+static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent);
+static void             ExampleTree_DestroyNode(ExampleTreeNode* node);
 
 //-----------------------------------------------------------------------------
 // [SECTION] Helpers
@@ -254,96 +288,13 @@ extern ImGuiDemoMarkerCallback      GImGuiDemoMarkerCallback;
 extern void*                        GImGuiDemoMarkerCallbackUserData;
 ImGuiDemoMarkerCallback             GImGuiDemoMarkerCallback = NULL;
 void*                               GImGuiDemoMarkerCallbackUserData = NULL;
-#define IMGUI_DEMO_MARKER(section)  do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
-
-//-----------------------------------------------------------------------------
-// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.)
-//-----------------------------------------------------------------------------
-
-// Simple representation for a tree
-// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.)
-struct ExampleTreeNode
-{
-    // Tree structure
-    char                        Name[28] = "";
-    int                         UID = 0;
-    ExampleTreeNode*            Parent = NULL;
-    ImVector<ExampleTreeNode*>  Childs;
-    unsigned short              IndexInParent = 0;  // Maintaining this allows us to implement linear traversal more easily
-
-    // Leaf Data
-    bool                        HasData = false;    // All leaves have data
-    bool                        DataMyBool = true;
-    int                         DataMyInt = 128;
-    ImVec2                      DataMyVec2 = ImVec2(0.0f, 3.141592f);
-};
-
-// Simple representation of struct metadata/serialization data.
-// (this is a minimal version of what a typical advanced application may provide)
-struct ExampleMemberInfo
-{
-    const char*     Name;       // Member name
-    ImGuiDataType   DataType;   // Member type
-    int             DataCount;  // Member count (1 when scalar)
-    int             Offset;     // Offset inside parent structure
-};
-
-// Metadata description of ExampleTreeNode struct.
-static const ExampleMemberInfo ExampleTreeNodeMemberInfos[]
-{
-    { "MyBool",     ImGuiDataType_Bool,    1, offsetof(ExampleTreeNode, DataMyBool) },
-    { "MyInt",      ImGuiDataType_S32,     1, offsetof(ExampleTreeNode, DataMyInt) },
-    { "MyVec2",     ImGuiDataType_Float,   2, offsetof(ExampleTreeNode, DataMyVec2) },
-};
-
-static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent)
-{
-    ExampleTreeNode* node = IM_NEW(ExampleTreeNode);
-    snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name);
-    node->UID = uid;
-    node->Parent = parent;
-    node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0;
-    if (parent)
-        parent->Childs.push_back(node);
-    return node;
-}
-
-// Create example tree data
-// (this allocates _many_ more times than most other code in either Dear ImGui or others demo)
-static ExampleTreeNode* ExampleTree_CreateDemoTree()
-{
-    static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" };
-    const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name);
-    char name_buf[NAME_MAX_LEN];
-    int uid = 0;
-    ExampleTreeNode* node_L0 = ExampleTree_CreateNode("<ROOT>", ++uid, NULL);
-    const int root_items_multiplier = 2;
-    for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++)
-    {
-        snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier);
-        ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0);
-        const int number_of_childs = (int)strlen(node_L1->Name);
-        for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++)
-        {
-            snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1);
-            ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1);
-            node_L2->HasData = true;
-            if (idx_L1 == 0)
-            {
-                snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0);
-                ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2);
-                node_L3->HasData = true;
-            }
-        }
-    }
-    return node_L0;
-}
+#define IMGUI_DEMO_MARKER(section)  do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback("imgui_demo.cpp", __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
 
 //-----------------------------------------------------------------------------
 // [SECTION] Demo Window / ShowDemoWindow()
 //-----------------------------------------------------------------------------
 
-// Data to be shared accross different functions of the demo.
+// Data to be shared across different functions of the demo.
 struct ImGuiDemoWindowData
 {
     // Examples Apps (accessible from the "Examples" menu)
@@ -370,7 +321,10 @@ struct ImGuiDemoWindowData
     bool ShowAbout = false;
 
     // Other data
+    bool DisableSections = false;
     ExampleTreeNode* DemoTree = NULL;
+
+    ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); }
 };
 
 // Demonstrate most Dear ImGui features (this is big function!)
@@ -456,12 +410,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
         return;
     }
 
-    // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
-    ImGui::PushItemWidth(ImGui::GetFontSize() * -12);           // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
-    //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);   // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
+    // Most framed widgets share a common width settings. Remaining width is used for the label.
+    // The width of the frame may be changed with PushItemWidth() or SetNextItemWidth().
+    // - Positive value for absolute size, negative value for right-alignment.
+    // - The default value is about GetWindowWidth() * 0.65f.
+    // - See 'Demo->Layout->Widgets Width' for details.
+    // Here we change the frame width based on how much width we want to give to the label.
+    const float label_width_base = ImGui::GetFontSize() * 12;               // Some amount of width for label, based on font size.
+    const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets.
+    const float label_width = IM_MIN(label_width_base, label_width_max);
+    ImGui::PushItemWidth(-label_width);                                     // Right-align: framed items will leave 'label_width' available for the label.
+    //ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f);       // e.g. Use 40% width for framed widgets, leaving 60% width for labels.
+    //ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f);      // e.g. Use 40% width for labels, leaving 60% width for framed widgets.
+    //ImGui::PushItemWidth(ImGui::GetFontSize() * -12);                     // e.g. Use XXX width for labels, leaving the rest for framed widgets.
 
     // Menu Bar
-    ShowDemoWindowMenuBar(&demo_data);
+    DemoWindowMenuBar(&demo_data);
 
     ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
     ImGui::Spacing();
@@ -546,7 +510,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
             ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.");
             ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
             ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL]
-            ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.");
+            ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.");
             ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage);
             ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.");
 
@@ -570,7 +534,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
                 "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n"
                 "- You not are not supposed to rely on it in the course of a normal application run.\n"
                 "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n"
-                "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!"
+                "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! "
                 "Otherwise it would severely hinder your ability to catch and correct mistakes!");
             ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert);
             ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog);
@@ -612,14 +576,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
             ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",      &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
             ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",       &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
             ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures",  &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
             ImGui::EndDisabled();
 
             ImGui::TreePop();
             ImGui::Spacing();
         }
 
-        IMGUI_DEMO_MARKER("Configuration/Style");
-        if (ImGui::TreeNode("Style"))
+        IMGUI_DEMO_MARKER("Configuration/Style, Fonts");
+        if (ImGui::TreeNode("Style, Fonts"))
         {
             ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor);
             ImGui::SameLine();
@@ -669,11 +634,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
     }
 
     // All demo contents
-    ShowDemoWindowWidgets(&demo_data);
-    ShowDemoWindowLayout();
-    ShowDemoWindowPopups();
-    ShowDemoWindowTables();
-    ShowDemoWindowInputs();
+    DemoWindowWidgets(&demo_data);
+    DemoWindowLayout();
+    DemoWindowPopups();
+    DemoWindowTables();
+    DemoWindowInputs();
 
     // End of ShowDemoWindow()
     ImGui::PopItemWidth();
@@ -681,10 +646,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowMenuBar()
+// [SECTION] DemoWindowMenuBar()
 //-----------------------------------------------------------------------------
 
-static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
+static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
 {
     IMGUI_DEMO_MARKER("Menu");
     if (ImGui::BeginMenuBar())
@@ -730,18 +695,25 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
             const bool has_debug_tools = false;
 #endif
             ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools);
+            if (ImGui::BeginMenu("Debug Options"))
+            {
+                ImGui::BeginDisabled(!has_debug_tools);
+                ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts);
+                ImGui::EndDisabled();
+                ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert);
+                ImGui::TextDisabled("(see Demo->Configuration for details & more)");
+                ImGui::EndMenu();
+            }
             ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools);
             ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools);
             bool is_debugger_present = io.ConfigDebugIsDebuggerPresent;
-            if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present))
+            if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present))
                 ImGui::DebugStartItemPicker();
             if (!is_debugger_present)
-                ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools.");
+                ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application.");
             ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor);
             ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout);
 
-            ImGui::SeparatorText("Debug Options");
-            ImGui::MenuItem("Highlight ID Conflicts", NULL, &io.ConfigDebugHighlightIdConflicts, has_debug_tools);
             ImGui::EndMenu();
         }
         ImGui::EndMenuBar();
@@ -749,20 +721,102 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowWidgets()
+// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
 //-----------------------------------------------------------------------------
 
-static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
+// Simple representation for a tree
+// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.)
+struct ExampleTreeNode
 {
-    IMGUI_DEMO_MARKER("Widgets");
-    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
-    if (!ImGui::CollapsingHeader("Widgets"))
-        return;
+    // Tree structure
+    char                        Name[28] = "";
+    int                         UID = 0;
+    ExampleTreeNode* Parent = NULL;
+    ImVector<ExampleTreeNode*>  Childs;
+    unsigned short              IndexInParent = 0;  // Maintaining this allows us to implement linear traversal more easily
 
-    static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom
-    if (disable_all)
-        ImGui::BeginDisabled();
+    // Leaf Data
+    bool                        HasData = false;    // All leaves have data
+    bool                        DataMyBool = true;
+    int                         DataMyInt = 128;
+    ImVec2                      DataMyVec2 = ImVec2(0.0f, 3.141592f);
+};
+
+// Simple representation of struct metadata/serialization data.
+// (this is a minimal version of what a typical advanced application may provide)
+struct ExampleMemberInfo
+{
+    const char* Name;       // Member name
+    ImGuiDataType   DataType;   // Member type
+    int             DataCount;  // Member count (1 when scalar)
+    int             Offset;     // Offset inside parent structure
+};
+
+// Metadata description of ExampleTreeNode struct.
+static const ExampleMemberInfo ExampleTreeNodeMemberInfos[]
+{
+    { "MyName",     ImGuiDataType_String,  1, offsetof(ExampleTreeNode, Name) },
+    { "MyBool",     ImGuiDataType_Bool,    1, offsetof(ExampleTreeNode, DataMyBool) },
+    { "MyInt",      ImGuiDataType_S32,     1, offsetof(ExampleTreeNode, DataMyInt) },
+    { "MyVec2",     ImGuiDataType_Float,   2, offsetof(ExampleTreeNode, DataMyVec2) },
+};
+
+static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent)
+{
+    ExampleTreeNode* node = IM_NEW(ExampleTreeNode);
+    snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name);
+    node->UID = uid;
+    node->Parent = parent;
+    node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0;
+    if (parent)
+        parent->Childs.push_back(node);
+    return node;
+}
+
+static void ExampleTree_DestroyNode(ExampleTreeNode* node)
+{
+    for (ExampleTreeNode* child_node : node->Childs)
+        ExampleTree_DestroyNode(child_node);
+    IM_DELETE(node);
+}
+
+// Create example tree data
+// (this allocates _many_ more times than most other code in either Dear ImGui or others demo)
+static ExampleTreeNode* ExampleTree_CreateDemoTree()
+{
+    static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" };
+    const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name);
+    char name_buf[NAME_MAX_LEN];
+    int uid = 0;
+    ExampleTreeNode* node_L0 = ExampleTree_CreateNode("<ROOT>", ++uid, NULL);
+    const int root_items_multiplier = 2;
+    for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++)
+    {
+        snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier);
+        ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0);
+        const int number_of_childs = (int)strlen(node_L1->Name);
+        for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++)
+        {
+            snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1);
+            ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1);
+            node_L2->HasData = true;
+            if (idx_L1 == 0)
+            {
+                snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0);
+                ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2);
+                node_L3->HasData = true;
+            }
+        }
+    }
+    return node_L0;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsBasic()
+//-----------------------------------------------------------------------------
 
+static void DemoWindowWidgetsBasic()
+{
     IMGUI_DEMO_MARKER("Widgets/Basic");
     if (ImGui::TreeNode("Basic"))
     {
@@ -788,6 +842,9 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
         ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
         ImGui::RadioButton("radio c", &e, 2);
 
+        ImGui::AlignTextToFramePadding();
+        ImGui::TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling");
+
         // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
         IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)");
         for (int i = 0; i < 7; i++)
@@ -830,19 +887,20 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
         ImGui::SeparatorText("Inputs");
 
         {
-            // To wire InputText() with std::string or any other custom string type,
-            // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
+            // If you want to use InputText() with std::string or any custom dynamic string type:
+            // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp
+            // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize.
             IMGUI_DEMO_MARKER("Widgets/Basic/InputText");
             static char str0[128] = "Hello, world!";
             ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
             ImGui::SameLine(); HelpMarker(
                 "USER:\n"
-                "Hold SHIFT or use mouse to select text.\n"
-                "CTRL+Left/Right to word jump.\n"
-                "CTRL+A or Double-Click to select all.\n"
-                "CTRL+X,CTRL+C,CTRL+V clipboard.\n"
-                "CTRL+Z,CTRL+Y undo/redo.\n"
-                "ESCAPE to revert.\n\n"
+                "Hold Shift or use mouse to select text.\n"
+                "Ctrl+Left/Right to word jump.\n"
+                "Ctrl+A or Double-Click to select all.\n"
+                "Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n"
+                "Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n"
+                "Escape to revert.\n\n"
                 "PROGRAMMER:\n"
                 "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "
                 "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated "
@@ -879,8 +937,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             ImGui::DragInt("drag int", &i1, 1);
             ImGui::SameLine(); HelpMarker(
                 "Click and drag to edit value.\n"
-                "Hold SHIFT/ALT for faster/slower edit.\n"
-                "Double-click or CTRL+click to input value.");
+                "Hold Shift/Alt for faster/slower edit.\n"
+                "Double-Click or Ctrl+Click to input value.");
             ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);
             ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround);
 
@@ -896,7 +954,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat");
             static int i1 = 0;
             ImGui::SliderInt("slider int", &i1, -1, 3);
-            ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
+            ImGui::SameLine(); HelpMarker("Ctrl+Click to input value.");
 
             static float f1 = 0.123f, f2 = 0.0f;
             ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
@@ -914,7 +972,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             static int elem = Element_Fire;
             const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
             const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";
-            ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here.
+            ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here.
             ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
         }
 
@@ -928,8 +986,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             ImGui::SameLine(); HelpMarker(
                 "Click on the color square to open a color picker.\n"
                 "Click and hold to use drag and drop.\n"
-                "Right-click on the color square to show options.\n"
-                "CTRL+click on individual component to input value.\n");
+                "Right-Click on the color square to show options.\n"
+                "Ctrl+Click on individual component to input value.\n");
 
             ImGui::ColorEdit4("color 2", col2);
         }
@@ -958,431 +1016,275 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
                 "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
         }
 
+        // Testing ImGuiOnceUponAFrame helper.
+        //static ImGuiOnceUponAFrame once;
+        //for (int i = 0; i < 5; i++)
+        //    if (once)
+        //        ImGui::Text("This will be displayed only once.");
+
         ImGui::TreePop();
     }
+}
 
-    IMGUI_DEMO_MARKER("Widgets/Tooltips");
-    if (ImGui::TreeNode("Tooltips"))
-    {
-        // Tooltips are windows following the mouse. They do not take focus away.
-        ImGui::SeparatorText("General");
-
-        // Typical use cases:
-        // - Short-form (text only):      SetItemTooltip("Hello");
-        // - Short-form (any contents):   if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); }
-
-        // - Full-form (text only):       if (IsItemHovered(...)) { SetTooltip("Hello"); }
-        // - Full-form (any contents):    if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); }
-
-        HelpMarker(
-            "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n"
-            "We provide a helper SetItemTooltip() function to perform the two with standards flags.");
-
-        ImVec2 sz = ImVec2(-FLT_MIN, 0.0f);
-
-        ImGui::Button("Basic", sz);
-        ImGui::SetItemTooltip("I am a tooltip");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsBullets()
+//-----------------------------------------------------------------------------
 
-        ImGui::Button("Fancy", sz);
-        if (ImGui::BeginItemTooltip())
+static void DemoWindowWidgetsBullets()
+{
+    IMGUI_DEMO_MARKER("Widgets/Bullets");
+    if (ImGui::TreeNode("Bullets"))
+    {
+        ImGui::BulletText("Bullet point 1");
+        ImGui::BulletText("Bullet point 2\nOn multiple lines");
+        if (ImGui::TreeNode("Tree node"))
         {
-            ImGui::Text("I am a fancy tooltip");
-            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
-            ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
-            ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));
-            ImGui::EndTooltip();
+            ImGui::BulletText("Another bullet point");
+            ImGui::TreePop();
         }
+        ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
+        ImGui::Bullet(); ImGui::SmallButton("Button");
+        ImGui::TreePop();
+    }
+}
 
-        ImGui::SeparatorText("Always On");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsCollapsingHeaders()
+//-----------------------------------------------------------------------------
 
-        // Showcase NOT relying on a IsItemHovered() to emit a tooltip.
-        // Here the tooltip is always emitted when 'always_on == true'.
-        static int always_on = 0;
-        ImGui::RadioButton("Off", &always_on, 0);
-        ImGui::SameLine();
-        ImGui::RadioButton("Always On (Simple)", &always_on, 1);
-        ImGui::SameLine();
-        ImGui::RadioButton("Always On (Advanced)", &always_on, 2);
-        if (always_on == 1)
-            ImGui::SetTooltip("I am following you around.");
-        else if (always_on == 2 && ImGui::BeginTooltip())
+static void DemoWindowWidgetsCollapsingHeaders()
+{
+    IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");
+    if (ImGui::TreeNode("Collapsing Headers"))
+    {
+        static bool closable_group = true;
+        ImGui::Checkbox("Show 2nd header", &closable_group);
+        if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
         {
-            ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f));
-            ImGui::EndTooltip();
+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+            for (int i = 0; i < 5; i++)
+                ImGui::Text("Some content %d", i);
         }
+        if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
+        {
+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+            for (int i = 0; i < 5; i++)
+                ImGui::Text("More content %d", i);
+        }
+        /*
+        if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+        */
+        ImGui::TreePop();
+    }
+}
 
-        ImGui::SeparatorText("Custom");
-
-        HelpMarker(
-            "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize"
-            "tooltip activation details across your application. You may however decide to use custom"
-            "flags for a specific tooltip instance.");
-
-        // The following examples are passed for documentation purpose but may not be useful to most users.
-        // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
-        // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used.
-        // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
-        ImGui::Button("Manual", sz);
-        if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
-            ImGui::SetTooltip("I am a manually emitted tooltip.");
-
-        ImGui::Button("DelayNone", sz);
-        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone))
-            ImGui::SetTooltip("I am a tooltip with no delay.");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsColorAndPickers()
+//-----------------------------------------------------------------------------
 
-        ImGui::Button("DelayShort", sz);
-        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay))
-            ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort);
+static void DemoWindowWidgetsColorAndPickers()
+{
+    IMGUI_DEMO_MARKER("Widgets/Color");
+    if (ImGui::TreeNode("Color/Picker Widgets"))
+    {
+        static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
+        static ImGuiColorEditFlags base_flags = ImGuiColorEditFlags_None;
 
-        ImGui::Button("DelayLong", sz);
-        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay))
-            ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal);
+        ImGui::SeparatorText("Options");
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &base_flags, ImGuiColorEditFlags_NoAlpha);
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque);
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg);
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop);
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
 
-        ImGui::Button("Stationary", sz);
-        if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
-            ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating.");
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");
+        ImGui::SeparatorText("Inline color editor");
+        ImGui::Text("Color widget:");
+        ImGui::SameLine(); HelpMarker(
+            "Click on the color square to open a color picker.\n"
+            "Ctrl+Click on individual component to input value.\n");
+        ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags);
 
-        // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav',
-        // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag.
-        ImGui::BeginDisabled();
-        ImGui::Button("Disabled item", sz);
-        if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
-            ImGui::SetTooltip("I am a a tooltip for a disabled item.");
-        ImGui::EndDisabled();
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
+        ImGui::Text("Color widget HSV with Alpha:");
+        ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | base_flags);
 
-        ImGui::TreePop();
-    }
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");
+        ImGui::Text("Color widget with Float Display:");
+        ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | base_flags);
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");
+        ImGui::Text("Color button with Picker:");
+        ImGui::SameLine(); HelpMarker(
+            "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
+            "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "
+            "be used for the tooltip and picker popup.");
+        ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | base_flags);
 
-    // Testing ImGuiOnceUponAFrame helper.
-    //static ImGuiOnceUponAFrame once;
-    //for (int i = 0; i < 5; i++)
-    //    if (once)
-    //        ImGui::Text("This will be displayed only once.");
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");
+        ImGui::Text("Color button with Custom Picker Popup:");
 
-    IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
-    if (ImGui::TreeNode("Tree Nodes"))
-    {
-        IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
-        if (ImGui::TreeNode("Basic trees"))
+        // Generate a default palette. The palette will persist and can be edited.
+        static bool saved_palette_init = true;
+        static ImVec4 saved_palette[32] = {};
+        if (saved_palette_init)
         {
-            for (int i = 0; i < 5; i++)
+            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
             {
-                // Use SetNextItemOpen() so set the default state of a node to be open. We could
-                // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
-                if (i == 0)
-                    ImGui::SetNextItemOpen(true, ImGuiCond_Once);
-
-                // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict.
-                // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)',
-                // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine.
-                ImGui::PushID(i);
-                if (ImGui::TreeNode("", "Child %d", i))
-                {
-                    ImGui::Text("blah blah");
-                    ImGui::SameLine();
-                    if (ImGui::SmallButton("button")) {}
-                    ImGui::TreePop();
-                }
-                ImGui::PopID();
+                ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,
+                    saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
+                saved_palette[n].w = 1.0f; // Alpha
             }
-            ImGui::TreePop();
+            saved_palette_init = false;
         }
 
-        IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
-        if (ImGui::TreeNode("Advanced, with Selectable nodes"))
+        static ImVec4 backup_color;
+        bool open_popup = ImGui::ColorButton("MyColor##3b", color, base_flags);
+        ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
+        open_popup |= ImGui::Button("Palette");
+        if (open_popup)
         {
-            HelpMarker(
-                "This is a more typical looking tree with selectable nodes.\n"
-                "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
-            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
-            static bool align_label_with_current_x_position = false;
-            static bool test_drag_and_drop = false;
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow",       &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth",    &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth",     &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth",     &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns",    &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap",      &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed",            &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere);
-            ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
-            ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
-            ImGui::Text("Hello!");
-            if (align_label_with_current_x_position)
-                ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
+            ImGui::OpenPopup("mypicker");
+            backup_color = color;
+        }
+        if (ImGui::BeginPopup("mypicker"))
+        {
+            ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
+            ImGui::Separator();
+            ImGui::ColorPicker4("##picker", (float*)&color, base_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
+            ImGui::SameLine();
 
-            // 'selection_mask' is dumb representation of what may be user-side selection state.
-            //  You may retain selection state inside or outside your objects in whatever format you see fit.
-            // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
-            /// of the loop. May be a pointer to your own node type, etc.
-            static int selection_mask = (1 << 2);
-            int node_clicked = -1;
-            for (int i = 0; i < 6; i++)
+            ImGui::BeginGroup(); // Lock X position
+            ImGui::Text("Current");
+            ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));
+            ImGui::Text("Previous");
+            if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))
+                color = backup_color;
+            ImGui::Separator();
+            ImGui::Text("Palette");
+            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
             {
-                // Disable the default "open on single-click behavior" + set Selected flag according to our selection.
-                // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
-                ImGuiTreeNodeFlags node_flags = base_flags;
-                const bool is_selected = (selection_mask & (1 << i)) != 0;
-                if (is_selected)
-                    node_flags |= ImGuiTreeNodeFlags_Selected;
-                if (i < 3)
-                {
-                    // Items 0..2 are Tree Node
-                    bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
-                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
-                        node_clicked = i;
-                    if (test_drag_and_drop && ImGui::BeginDragDropSource())
-                    {
-                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
-                        ImGui::Text("This is a drag and drop source");
-                        ImGui::EndDragDropSource();
-                    }
-                    if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanTextWidth))
-                    {
-                        // Item 2 has an additional inline button to help demonstrate SpanTextWidth.
-                        ImGui::SameLine();
-                        if (ImGui::SmallButton("button")) {}
-                    }
-                    if (node_open)
-                    {
-                        ImGui::BulletText("Blah blah\nBlah Blah");
-                        ImGui::SameLine();
-                        ImGui::SmallButton("Button");
-                        ImGui::TreePop();
-                    }
-                }
-                else
+                ImGui::PushID(n);
+                if ((n % 8) != 0)
+                    ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
+
+                ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;
+                if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))
+                    color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
+
+                // Allow user to drop colors into each palette entry. Note that ColorButton() is already a
+                // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.
+                if (ImGui::BeginDragDropTarget())
                 {
-                    // Items 3..5 are Tree Leaves
-                    // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
-                    // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
-                    node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
-                    ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
-                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
-                        node_clicked = i;
-                    if (test_drag_and_drop && ImGui::BeginDragDropSource())
-                    {
-                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
-                        ImGui::Text("This is a drag and drop source");
-                        ImGui::EndDragDropSource();
-                    }
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
+                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
+                    ImGui::EndDragDropTarget();
                 }
+
+                ImGui::PopID();
             }
-            if (node_clicked != -1)
-            {
-                // Update selection state
-                // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
-                if (ImGui::GetIO().KeyCtrl)
-                    selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle
-                else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
-                    selection_mask = (1 << node_clicked);           // Click to single-select
-            }
-            if (align_label_with_current_x_position)
-                ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
-            ImGui::TreePop();
+            ImGui::EndGroup();
+            ImGui::EndPopup();
         }
-        ImGui::TreePop();
-    }
 
-    IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");
-    if (ImGui::TreeNode("Collapsing Headers"))
-    {
-        static bool closable_group = true;
-        ImGui::Checkbox("Show 2nd header", &closable_group);
-        if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
-        {
-            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
-            for (int i = 0; i < 5; i++)
-                ImGui::Text("Some content %d", i);
-        }
-        if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");
+        ImGui::Text("Color button only:");
+        static bool no_border = false;
+        ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
+        ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, base_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");
+        ImGui::SeparatorText("Color picker");
+
+        static bool ref_color = false;
+        static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);
+        static int picker_mode = 0;
+        static int display_mode = 0;
+        static ImGuiColorEditFlags color_picker_flags = ImGuiColorEditFlags_AlphaBar;
+
+        ImGui::PushID("Color picker");
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &color_picker_flags, ImGuiColorEditFlags_NoAlpha);
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaBar", &color_picker_flags, ImGuiColorEditFlags_AlphaBar);
+        ImGui::CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", &color_picker_flags, ImGuiColorEditFlags_NoSidePreview);
+        if (color_picker_flags & ImGuiColorEditFlags_NoSidePreview)
         {
-            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
-            for (int i = 0; i < 5; i++)
-                ImGui::Text("More content %d", i);
+            ImGui::SameLine();
+            ImGui::Checkbox("With Ref Color", &ref_color);
+            if (ref_color)
+            {
+                ImGui::SameLine();
+                ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | base_flags);
+            }
         }
-        /*
-        if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
-            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
-        */
-        ImGui::TreePop();
-    }
-
-    IMGUI_DEMO_MARKER("Widgets/Bullets");
-    if (ImGui::TreeNode("Bullets"))
-    {
-        ImGui::BulletText("Bullet point 1");
-        ImGui::BulletText("Bullet point 2\nOn multiple lines");
-        if (ImGui::TreeNode("Tree node"))
-        {
-            ImGui::BulletText("Another bullet point");
-            ImGui::TreePop();
-        }
-        ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
-        ImGui::Bullet(); ImGui::SmallButton("Button");
-        ImGui::TreePop();
-    }
 
-    IMGUI_DEMO_MARKER("Widgets/Text");
-    if (ImGui::TreeNode("Text"))
-    {
-        IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");
-        if (ImGui::TreeNode("Colorful Text"))
-        {
-            // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
-            ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
-            ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
-            ImGui::TextDisabled("Disabled");
-            ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
-            ImGui::TreePop();
-        }
+        ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0");
+        ImGui::SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode.");
 
-        IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");
-        if (ImGui::TreeNode("Word Wrapping"))
-        {
-            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
-            ImGui::TextWrapped(
-                "This text should automatically wrap on the edge of the window. The current implementation "
-                "for text wrapping follows simple rules suitable for English and possibly other languages.");
-            ImGui::Spacing();
+        ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0");
+        ImGui::SameLine(); HelpMarker(
+            "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
+            "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
+            "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
 
-            static float wrap_width = 200.0f;
-            ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
+        ImGuiColorEditFlags flags = base_flags | color_picker_flags;
+        if (picker_mode == 1)  flags |= ImGuiColorEditFlags_PickerHueBar;
+        if (picker_mode == 2)  flags |= ImGuiColorEditFlags_PickerHueWheel;
+        if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;       // Disable all RGB/HSV/Hex displays
+        if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB;     // Override display mode
+        if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
+        if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
+        ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
 
-            ImDrawList* draw_list = ImGui::GetWindowDrawList();
-            for (int n = 0; n < 2; n++)
-            {
-                ImGui::Text("Test paragraph %d:", n);
-                ImVec2 pos = ImGui::GetCursorScreenPos();
-                ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);
-                ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());
-                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
-                if (n == 0)
-                    ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
-                else
-                    ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");
+        ImGui::Text("Set defaults in code:");
+        ImGui::SameLine(); HelpMarker(
+            "SetColorEditOptions() is designed to allow you to set boot-time default.\n"
+            "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, "
+            "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid "
+            "encouraging you to persistently save values that aren't forward-compatible.");
+        if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
+            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
+        if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
+            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
 
-                // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
-                draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));
-                draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));
-                ImGui::PopTextWrapPos();
-            }
+        // Always display a small version of both types of pickers
+        // (that's in order to make it more visible in the demo to people who are skimming quickly through it)
+        ImGui::Text("Both types:");
+        float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
+        ImGui::SetNextItemWidth(w);
+        ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
+        ImGui::SameLine();
+        ImGui::SetNextItemWidth(w);
+        ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
+        ImGui::PopID();
 
-            ImGui::TreePop();
-        }
+        // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
+        static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
+        ImGui::Spacing();
+        ImGui::Text("HSV encoded colors");
+        ImGui::SameLine(); HelpMarker(
+            "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV "
+            "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the "
+            "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
+        ImGui::Text("Color widget with InputHSV:");
+        ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+        ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+        ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
 
-        IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");
-        if (ImGui::TreeNode("UTF-8 Text"))
-        {
-            // UTF-8 test with Japanese characters
-            // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
-            // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
-            // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
-            //   can save your source files as 'UTF-8 without signature').
-            // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
-            //   CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
-            //   Don't do this in your application! Please use u8"text in any language" in your application!
-            // Note that characters values are preserved even by InputText() if the font cannot be displayed,
-            // so you can safely copy & paste garbled characters into another application.
-            ImGui::TextWrapped(
-                "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
-                "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
-                "Read docs/FONTS.md for details.");
-            ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
-            ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
-            static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
-            //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
-            ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
-            ImGui::TreePop();
-        }
         ImGui::TreePop();
     }
+}
 
-    IMGUI_DEMO_MARKER("Widgets/Images");
-    if (ImGui::TreeNode("Images"))
-    {
-        ImGuiIO& io = ImGui::GetIO();
-        ImGui::TextWrapped(
-            "Below we are displaying the font texture (which is the only texture we have access to in this demo). "
-            "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
-            "Hover the texture for a zoomed view!");
-
-        // Below we are displaying the font texture because it is the only texture we have access to inside the demo!
-        // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
-        // will be passed to the rendering backend via the ImDrawCmd structure.
-        // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
-        // of their respective source file to specify what they expect to be stored in ImTextureID, for example:
-        // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
-        // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
-        // More:
-        // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
-        //   to ImGui::Image(), and gather width/height through your own functions, etc.
-        // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
-        //   it will help you debug issues if you are confused about it.
-        // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
-        // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
-        // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
-        ImTextureID my_tex_id = io.Fonts->TexID;
-        float my_tex_w = (float)io.Fonts->TexWidth;
-        float my_tex_h = (float)io.Fonts->TexHeight;
-        {
-            static bool use_text_color_for_tint = false;
-            ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint);
-            ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
-            ImVec2 pos = ImGui::GetCursorScreenPos();
-            ImVec2 uv_min = ImVec2(0.0f, 0.0f);                 // Top-left
-            ImVec2 uv_max = ImVec2(1.0f, 1.0f);                 // Lower-right
-            ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
-            ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border);
-            ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);
-            if (ImGui::BeginItemTooltip())
-            {
-                float region_sz = 32.0f;
-                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;
-                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;
-                float zoom = 4.0f;
-                if (region_x < 0.0f) { region_x = 0.0f; }
-                else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }
-                if (region_y < 0.0f) { region_y = 0.0f; }
-                else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }
-                ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
-                ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
-                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
-                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
-                ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);
-                ImGui::EndTooltip();
-            }
-        }
-
-        IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
-        ImGui::TextWrapped("And now some textured buttons..");
-        static int pressed_count = 0;
-        for (int i = 0; i < 8; i++)
-        {
-            // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.
-            // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.
-            // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
-            ImGui::PushID(i);
-            if (i > 0)
-                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));
-            ImVec2 size = ImVec2(32.0f, 32.0f);                         // Size of the image we want to make visible
-            ImVec2 uv0 = ImVec2(0.0f, 0.0f);                            // UV coordinates for lower-left
-            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);    // UV coordinates for (32,32) in our texture
-            ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);             // Black background
-            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);           // No tint
-            if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
-                pressed_count += 1;
-            if (i > 0)
-                ImGui::PopStyleVar();
-            ImGui::PopID();
-            ImGui::SameLine();
-        }
-        ImGui::NewLine();
-        ImGui::Text("Pressed %d times.", pressed_count);
-        ImGui::TreePop();
-    }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsComboBoxes()
+//-----------------------------------------------------------------------------
 
+static void DemoWindowWidgetsComboBoxes()
+{
     IMGUI_DEMO_MARKER("Widgets/Combo");
     if (ImGui::TreeNode("Combo"))
     {
@@ -1414,7 +1316,6 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
 
         // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[])
         const char* combo_preview_value = items[item_selected_idx];
-
         if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))
         {
             for (int n = 0; n < IM_ARRAYSIZE(items); n++)
@@ -1430,565 +1331,650 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             ImGui::EndCombo();
         }
 
+        // Show case embedding a filter using a simple trick: displaying the filter inside combo contents.
+        // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives.
+        if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags))
+        {
+            static ImGuiTextFilter filter;
+            if (ImGui::IsWindowAppearing())
+            {
+                ImGui::SetKeyboardFocusHere();
+                filter.Clear();
+            }
+            ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F);
+            filter.Draw("##Filter", -FLT_MIN);
+
+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+            {
+                const bool is_selected = (item_selected_idx == n);
+                if (filter.PassFilter(items[n]))
+                    if (ImGui::Selectable(items[n], is_selected))
+                        item_selected_idx = n;
+            }
+            ImGui::EndCombo();
+        }
+
         ImGui::Spacing();
         ImGui::SeparatorText("One-liner variants");
-        HelpMarker("Flags above don't apply to this section.");
+        HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section.");
 
         // Simplified one-liner Combo() API, using values packed in a single constant string
         // This is a convenience for when the selection set is small and known at compile-time.
         static int item_current_2 = 0;
-        ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+        ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
 
         // Simplified one-liner Combo() using an array of const char*
         // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.
         static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
-        ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
+        ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
 
         // Simplified one-liner Combo() using an accessor function
         static int item_current_4 = 0;
-        ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items));
+        ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items));
 
         ImGui::TreePop();
     }
+}
 
-    IMGUI_DEMO_MARKER("Widgets/List Boxes");
-    if (ImGui::TreeNode("List boxes"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDataTypes()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsDataTypes()
+{
+    IMGUI_DEMO_MARKER("Widgets/Data Types");
+    if (ImGui::TreeNode("Data Types"))
     {
-        // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild()
-        // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
-        // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild()
-        // to always be called (inconsistent with BeginListBox()/EndListBox()).
+        // DragScalar/InputScalar/SliderScalar functions allow various data types
+        // - signed/unsigned
+        // - 8/16/32/64-bits
+        // - integer/float/double
+        // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
+        // to pass the type, and passing all arguments by pointer.
+        // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
+        // In practice, if you frequently use a given type that is not covered by the normal API entry points,
+        // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
+        // and then pass their address to the generic function. For example:
+        //   bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
+        //   {
+        //      return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
+        //   }
 
-        // Using the generic BeginListBox() API, you have full control over how to display the combo contents.
-        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
-        // stored in the object itself, etc.)
-        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
-        static int item_selected_idx = 0; // Here we store our selected data as an index.
+        // Setup limits (as helper variables so we can take their address, as explained above)
+        // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.
+        #ifndef LLONG_MIN
+        ImS64 LLONG_MIN = -9223372036854775807LL - 1;
+        ImS64 LLONG_MAX = 9223372036854775807LL;
+        ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
+        #endif
+        const char    s8_zero  = 0,   s8_one  = 1,   s8_fifty  = 50, s8_min  = -128,        s8_max = 127;
+        const ImU8    u8_zero  = 0,   u8_one  = 1,   u8_fifty  = 50, u8_min  = 0,           u8_max = 255;
+        const short   s16_zero = 0,   s16_one = 1,   s16_fifty = 50, s16_min = -32768,      s16_max = 32767;
+        const ImU16   u16_zero = 0,   u16_one = 1,   u16_fifty = 50, u16_min = 0,           u16_max = 65535;
+        const ImS32   s32_zero = 0,   s32_one = 1,   s32_fifty = 50, s32_min = INT_MIN/2,   s32_max = INT_MAX/2,    s32_hi_a = INT_MAX/2 - 100,    s32_hi_b = INT_MAX/2;
+        const ImU32   u32_zero = 0,   u32_one = 1,   u32_fifty = 50, u32_min = 0,           u32_max = UINT_MAX/2,   u32_hi_a = UINT_MAX/2 - 100,   u32_hi_b = UINT_MAX/2;
+        const ImS64   s64_zero = 0,   s64_one = 1,   s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2,  s64_hi_a = LLONG_MAX/2 - 100,  s64_hi_b = LLONG_MAX/2;
+        const ImU64   u64_zero = 0,   u64_one = 1,   u64_fifty = 50, u64_min = 0,           u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;
+        const float   f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;
+        const double  f64_zero = 0.,  f64_one = 1.,  f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
 
-        static bool item_highlight = false;
-        int item_highlighted_idx = -1; // Here we store our highlighted data as an index.
-        ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight);
-
-        if (ImGui::BeginListBox("listbox 1"))
-        {
-            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
-            {
-                const bool is_selected = (item_selected_idx == n);
-                if (ImGui::Selectable(items[n], is_selected))
-                    item_selected_idx = n;
+        // State
+        static char   s8_v  = 127;
+        static ImU8   u8_v  = 255;
+        static short  s16_v = 32767;
+        static ImU16  u16_v = 65535;
+        static ImS32  s32_v = -1;
+        static ImU32  u32_v = (ImU32)-1;
+        static ImS64  s64_v = -1;
+        static ImU64  u64_v = (ImU64)-1;
+        static float  f32_v = 0.123f;
+        static double f64_v = 90000.01234567890123456789;
 
-                if (item_highlight && ImGui::IsItemHovered())
-                    item_highlighted_idx = n;
+        const float drag_speed = 0.2f;
+        static bool drag_clamp = false;
+        IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");
+        ImGui::SeparatorText("Drags");
+        ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
+        ImGui::SameLine(); HelpMarker(
+            "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
+            "You can override the clamping limits by using Ctrl+Click to input a value.");
+        ImGui::DragScalar("drag s8",        ImGuiDataType_S8,     &s8_v,  drag_speed, drag_clamp ? &s8_zero  : NULL, drag_clamp ? &s8_fifty  : NULL);
+        ImGui::DragScalar("drag u8",        ImGuiDataType_U8,     &u8_v,  drag_speed, drag_clamp ? &u8_zero  : NULL, drag_clamp ? &u8_fifty  : NULL, "%u ms");
+        ImGui::DragScalar("drag s16",       ImGuiDataType_S16,    &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
+        ImGui::DragScalar("drag u16",       ImGuiDataType_U16,    &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
+        ImGui::DragScalar("drag s32",       ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
+        ImGui::DragScalar("drag s32 hex",   ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
+        ImGui::DragScalar("drag u32",       ImGuiDataType_U32,    &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
+        ImGui::DragScalar("drag s64",       ImGuiDataType_S64,    &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
+        ImGui::DragScalar("drag u64",       ImGuiDataType_U64,    &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
+        ImGui::DragScalar("drag float",     ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f");
+        ImGui::DragScalar("drag float log", ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
+        ImGui::DragScalar("drag double",    ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL,     "%.10f grams");
+        ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
 
-                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
-                if (is_selected)
-                    ImGui::SetItemDefaultFocus();
-            }
-            ImGui::EndListBox();
-        }
-        ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes.");
+        IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");
+        ImGui::SeparatorText("Sliders");
+        ImGui::SliderScalar("slider s8 full",       ImGuiDataType_S8,     &s8_v,  &s8_min,   &s8_max,   "%d");
+        ImGui::SliderScalar("slider u8 full",       ImGuiDataType_U8,     &u8_v,  &u8_min,   &u8_max,   "%u");
+        ImGui::SliderScalar("slider s16 full",      ImGuiDataType_S16,    &s16_v, &s16_min,  &s16_max,  "%d");
+        ImGui::SliderScalar("slider u16 full",      ImGuiDataType_U16,    &u16_v, &u16_min,  &u16_max,  "%u");
+        ImGui::SliderScalar("slider s32 low",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty,"%d");
+        ImGui::SliderScalar("slider s32 high",      ImGuiDataType_S32,    &s32_v, &s32_hi_a, &s32_hi_b, "%d");
+        ImGui::SliderScalar("slider s32 full",      ImGuiDataType_S32,    &s32_v, &s32_min,  &s32_max,  "%d");
+        ImGui::SliderScalar("slider s32 hex",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty, "0x%04X");
+        ImGui::SliderScalar("slider u32 low",       ImGuiDataType_U32,    &u32_v, &u32_zero, &u32_fifty,"%u");
+        ImGui::SliderScalar("slider u32 high",      ImGuiDataType_U32,    &u32_v, &u32_hi_a, &u32_hi_b, "%u");
+        ImGui::SliderScalar("slider u32 full",      ImGuiDataType_U32,    &u32_v, &u32_min,  &u32_max,  "%u");
+        ImGui::SliderScalar("slider s64 low",       ImGuiDataType_S64,    &s64_v, &s64_zero, &s64_fifty,"%" PRId64);
+        ImGui::SliderScalar("slider s64 high",      ImGuiDataType_S64,    &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);
+        ImGui::SliderScalar("slider s64 full",      ImGuiDataType_S64,    &s64_v, &s64_min,  &s64_max,  "%" PRId64);
+        ImGui::SliderScalar("slider u64 low",       ImGuiDataType_U64,    &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");
+        ImGui::SliderScalar("slider u64 high",      ImGuiDataType_U64,    &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");
+        ImGui::SliderScalar("slider u64 full",      ImGuiDataType_U64,    &u64_v, &u64_min,  &u64_max,  "%" PRIu64 " ms");
+        ImGui::SliderScalar("slider float low",     ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one);
+        ImGui::SliderScalar("slider float low log", ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one,  "%.10f", ImGuiSliderFlags_Logarithmic);
+        ImGui::SliderScalar("slider float high",    ImGuiDataType_Float,  &f32_v, &f32_lo_a, &f32_hi_a, "%e");
+        ImGui::SliderScalar("slider double low",    ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f grams");
+        ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f", ImGuiSliderFlags_Logarithmic);
+        ImGui::SliderScalar("slider double high",   ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
 
-        // Custom size: use all width, 5 items tall
-        ImGui::Text("Full-width:");
-        if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
-        {
-            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
-            {
-                bool is_selected = (item_selected_idx == n);
-                ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0;
-                if (ImGui::Selectable(items[n], is_selected, flags))
-                    item_selected_idx = n;
+        ImGui::SeparatorText("Sliders (reverse)");
+        ImGui::SliderScalar("slider s8 reverse",    ImGuiDataType_S8,   &s8_v,  &s8_max,    &s8_min,   "%d");
+        ImGui::SliderScalar("slider u8 reverse",    ImGuiDataType_U8,   &u8_v,  &u8_max,    &u8_min,   "%u");
+        ImGui::SliderScalar("slider s32 reverse",   ImGuiDataType_S32,  &s32_v, &s32_fifty, &s32_zero, "%d");
+        ImGui::SliderScalar("slider u32 reverse",   ImGuiDataType_U32,  &u32_v, &u32_fifty, &u32_zero, "%u");
+        ImGui::SliderScalar("slider s64 reverse",   ImGuiDataType_S64,  &s64_v, &s64_fifty, &s64_zero, "%" PRId64);
+        ImGui::SliderScalar("slider u64 reverse",   ImGuiDataType_U64,  &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");
 
-                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
-                if (is_selected)
-                    ImGui::SetItemDefaultFocus();
-            }
-            ImGui::EndListBox();
-        }
+        IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
+        static bool inputs_step = true;
+        static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
+        ImGui::SeparatorText("Inputs");
+        ImGui::Checkbox("Show step buttons", &inputs_step);
+        ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+        ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal);
+        ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal);
+        ImGui::InputScalar("input s8",      ImGuiDataType_S8,     &s8_v,  inputs_step ? &s8_one  : NULL, NULL, "%d", flags);
+        ImGui::InputScalar("input u8",      ImGuiDataType_U8,     &u8_v,  inputs_step ? &u8_one  : NULL, NULL, "%u", flags);
+        ImGui::InputScalar("input s16",     ImGuiDataType_S16,    &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags);
+        ImGui::InputScalar("input u16",     ImGuiDataType_U16,    &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags);
+        ImGui::InputScalar("input s32",     ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags);
+        ImGui::InputScalar("input s32 hex", ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags);
+        ImGui::InputScalar("input u32",     ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags);
+        ImGui::InputScalar("input u32 hex", ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags);
+        ImGui::InputScalar("input s64",     ImGuiDataType_S64,    &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags);
+        ImGui::InputScalar("input u64",     ImGuiDataType_U64,    &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags);
+        ImGui::InputScalar("input float",   ImGuiDataType_Float,  &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags);
+        ImGui::InputScalar("input double",  ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags);
 
         ImGui::TreePop();
     }
+}
 
-    IMGUI_DEMO_MARKER("Widgets/Selectables");
-    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
-    if (ImGui::TreeNode("Selectables"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDisableBlocks()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data)
+{
+    IMGUI_DEMO_MARKER("Widgets/Disable Blocks");
+    if (ImGui::TreeNode("Disable Blocks"))
     {
-        // Selectable() has 2 overloads:
-        // - The one taking "bool selected" as a read-only selection information.
-        //   When Selectable() has been clicked it returns true and you can alter selection state accordingly.
-        // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
-        // The earlier is more flexible, as in real application your selection may be stored in many different ways
-        // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
-        IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
-        if (ImGui::TreeNode("Basic"))
-        {
-            static bool selection[5] = { false, true, false, false };
-            ImGui::Selectable("1. I am selectable", &selection[0]);
-            ImGui::Selectable("2. I am selectable", &selection[1]);
-            ImGui::Selectable("3. I am selectable", &selection[2]);
-            if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))
-                if (ImGui::IsMouseDoubleClicked(0))
-                    selection[3] = !selection[3];
-            ImGui::TreePop();
-        }
+        ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections);
+        ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections.");
+        ImGui::TreePop();
+    }
+}
 
-        IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");
-        if (ImGui::TreeNode("Rendering more items on the same line"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDragAndDrop()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsDragAndDrop()
+{
+    IMGUI_DEMO_MARKER("Widgets/Drag and drop");
+    if (ImGui::TreeNode("Drag and Drop"))
+    {
+        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
+        if (ImGui::TreeNode("Drag and drop in standard widgets"))
         {
-            // (1) Using SetNextItemAllowOverlap()
-            // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.
-            static bool selected[3] = { false, false, false };
-            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c",    &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");
-            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");
-            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h",   &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");
+            // ColorEdit widgets automatically act as drag source and drag target.
+            // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
+            // to allow your own widgets to use colors in their drag and drop interaction.
+            // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
+            HelpMarker("You can drag from the color squares.");
+            static float col1[3] = { 1.0f, 0.0f, 0.2f };
+            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
+            ImGui::ColorEdit3("color 1", col1);
+            ImGui::ColorEdit4("color 2", col2);
             ImGui::TreePop();
         }
 
-        IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables");
-        if (ImGui::TreeNode("In Tables"))
+        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
+        if (ImGui::TreeNode("Drag and drop to copy/swap items"))
         {
-            static bool selected[10] = {};
-
-            if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+            enum Mode
             {
-                for (int i = 0; i < 10; i++)
+                Mode_Copy,
+                Mode_Move,
+                Mode_Swap
+            };
+            static int mode = 0;
+            if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
+            if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
+            if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
+            static const char* names[9] =
+            {
+                "Bobby", "Beatrice", "Betty",
+                "Brianna", "Barry", "Bernard",
+                "Bibi", "Blaine", "Bryn"
+            };
+            for (int n = 0; n < IM_ARRAYSIZE(names); n++)
+            {
+                ImGui::PushID(n);
+                if ((n % 3) != 0)
+                    ImGui::SameLine();
+                ImGui::Button(names[n], ImVec2(60, 60));
+
+                // Our buttons are both drag sources and drag targets here!
+                if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
                 {
-                    char label[32];
-                    sprintf(label, "Item %d", i);
-                    ImGui::TableNextColumn();
-                    ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
+                    // Set payload to carry the index of our item (could be anything)
+                    ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));
+
+                    // Display preview (could be anything, e.g. when dragging an image we could decide to display
+                    // the filename and a small preview of the image, etc.)
+                    if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }
+                    if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
+                    if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
+                    ImGui::EndDragDropSource();
                 }
-                ImGui::EndTable();
-            }
-            ImGui::Spacing();
-            if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
-            {
-                for (int i = 0; i < 10; i++)
+                if (ImGui::BeginDragDropTarget())
                 {
-                    char label[32];
-                    sprintf(label, "Item %d", i);
-                    ImGui::TableNextRow();
-                    ImGui::TableNextColumn();
-                    ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
-                    ImGui::TableNextColumn();
-                    ImGui::Text("Some other contents");
-                    ImGui::TableNextColumn();
-                    ImGui::Text("123456");
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))
+                    {
+                        IM_ASSERT(payload->DataSize == sizeof(int));
+                        int payload_n = *(const int*)payload->Data;
+                        if (mode == Mode_Copy)
+                        {
+                            names[n] = names[payload_n];
+                        }
+                        if (mode == Mode_Move)
+                        {
+                            names[n] = names[payload_n];
+                            names[payload_n] = "";
+                        }
+                        if (mode == Mode_Swap)
+                        {
+                            const char* tmp = names[n];
+                            names[n] = names[payload_n];
+                            names[payload_n] = tmp;
+                        }
+                    }
+                    ImGui::EndDragDropTarget();
                 }
-                ImGui::EndTable();
+                ImGui::PopID();
             }
             ImGui::TreePop();
         }
 
-        IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
-        if (ImGui::TreeNode("Grid"))
+        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
+        if (ImGui::TreeNode("Drag to reorder items (simple)"))
         {
-            static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
+            // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice.
+            // This code was always slightly faulty but in a way which was not easily noticeable.
+            // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue.
+            ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true);
 
-            // Add in a bit of silly fun...
-            const float time = (float)ImGui::GetTime();
-            const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
-            if (winning_state)
-                ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
+            // Simple reordering
+            HelpMarker(
+                "We don't use the drag and drop api at all here! "
+                "Instead we query when the item is held but not hovered, and order items accordingly.");
+            static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
+            for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
+            {
+                const char* item = item_names[n];
+                ImGui::Selectable(item);
 
-            for (int y = 0; y < 4; y++)
-                for (int x = 0; x < 4; x++)
+                if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
                 {
-                    if (x > 0)
-                        ImGui::SameLine();
-                    ImGui::PushID(y * 4 + x);
-                    if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
+                    int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
+                    if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
                     {
-                        // Toggle clicked cell + toggle neighbors
-                        selected[y][x] ^= 1;
-                        if (x > 0) { selected[y][x - 1] ^= 1; }
-                        if (x < 3) { selected[y][x + 1] ^= 1; }
-                        if (y > 0) { selected[y - 1][x] ^= 1; }
-                        if (y < 3) { selected[y + 1][x] ^= 1; }
+                        item_names[n] = item_names[n_next];
+                        item_names[n_next] = item;
+                        ImGui::ResetMouseDragDelta();
                     }
-                    ImGui::PopID();
                 }
+            }
 
-            if (winning_state)
-                ImGui::PopStyleVar();
+            ImGui::PopItemFlag();
             ImGui::TreePop();
         }
-        IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");
-        if (ImGui::TreeNode("Alignment"))
+
+        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location");
+        if (ImGui::TreeNode("Tooltip at target location"))
         {
-            HelpMarker(
-                "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
-                "basis using PushStyleVar(). You'll probably want to always keep your default situation to "
-                "left-align otherwise it becomes difficult to layout multiple items on a same line");
-            static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
-            for (int y = 0; y < 3; y++)
+            for (int n = 0; n < 2; n++)
             {
-                for (int x = 0; x < 3; x++)
+                // Drop targets
+                ImGui::Button(n ? "drop here##1" : "drop here##0");
+                if (ImGui::BeginDragDropTarget())
                 {
-                    ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
-                    char name[32];
-                    sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
-                    if (x > 0) ImGui::SameLine();
-                    ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
-                    ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
-                    ImGui::PopStyleVar();
+                    ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip;
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags))
+                    {
+                        IM_UNUSED(payload);
+                        ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
+                        ImGui::SetTooltip("Cannot drop here!");
+                    }
+                    ImGui::EndDragDropTarget();
                 }
+
+                // Drop source
+                static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f };
+                if (n == 0)
+                    ImGui::ColorButton("drag me", col4);
+
             }
             ImGui::TreePop();
         }
+
         ImGui::TreePop();
     }
+}
 
-    ShowDemoWindowMultiSelect(demo_data);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDragsAndSliders()
+//-----------------------------------------------------------------------------
 
-    // To wire InputText() with std::string or any other custom string type,
-    // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
-    IMGUI_DEMO_MARKER("Widgets/Text Input");
-    if (ImGui::TreeNode("Text Input"))
+static void DemoWindowWidgetsDragsAndSliders()
+{
+    IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");
+    if (ImGui::TreeNode("Drag/Slider Flags"))
     {
-        IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
-        if (ImGui::TreeNode("Multi-line Text Input"))
-        {
-            // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
-            // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
-            static char text[1024 * 16] =
-                "/*\n"
-                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
-                " the hexadecimal encoding of one offending instruction,\n"
-                " more formally, the invalid operand with locked CMPXCHG8B\n"
-                " instruction bug, is a design flaw in the majority of\n"
-                " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
-                " processors (all in the P5 microarchitecture).\n"
-                "*/\n\n"
-                "label:\n"
-                "\tlock cmpxchg8b eax\n";
-
-            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
-            HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
-            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
-            ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
-            ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
-            ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
-            ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
-            ImGui::TreePop();
-        }
-
-        IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");
-        if (ImGui::TreeNode("Filtered Text Input"))
-        {
-            struct TextFilters
-            {
-                // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback)
-                static int FilterCasingSwap(ImGuiInputTextCallbackData* data)
-                {
-                    if (data->EventChar >= 'a' && data->EventChar <= 'z')       { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase
-                    else if (data->EventChar >= 'A' && data->EventChar <= 'Z')  { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase
-                    return 0;
-                }
+        // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
+        static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
+        ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
+        ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput);
+        ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange);
+        ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
+        ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
+        ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
+        ImGui::SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget.");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks);
+        ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround);
+        ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)");
 
-                // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out)
-                static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)
-                {
-                    if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))
-                        return 0;
-                    return 1;
-                }
-            };
+        // Drags
+        static float drag_f = 0.5f;
+        static int drag_i = 50;
+        ImGui::Text("Underlying float value: %f", drag_f);
+        ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
+        ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
+        ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
+        ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
+        //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags);           // To test ClampZeroRange
+        //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags);
+        ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
 
-            static char buf1[32] = ""; ImGui::InputText("default",     buf1, 32);
-            static char buf2[32] = ""; ImGui::InputText("decimal",     buf2, 32, ImGuiInputTextFlags_CharsDecimal);
-            static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
-            static char buf4[32] = ""; ImGui::InputText("uppercase",   buf4, 32, ImGuiInputTextFlags_CharsUppercase);
-            static char buf5[32] = ""; ImGui::InputText("no blank",    buf5, 32, ImGuiInputTextFlags_CharsNoBlank);
-            static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters.
-            static char buf7[32] = ""; ImGui::InputText("\"imgui\"",   buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters.
-            ImGui::TreePop();
-        }
+        // Sliders
+        static float slider_f = 0.5f;
+        static int slider_i = 50;
+        const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround;
+        ImGui::Text("Underlying float value: %f", slider_f);
+        ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders);
+        ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders);
 
-        IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");
-        if (ImGui::TreeNode("Password Input"))
-        {
-            static char password[64] = "password123";
-            ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
-            ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
-            ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
-            ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
-            ImGui::TreePop();
-        }
+        ImGui::TreePop();
+    }
+}
 
-        IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
-        if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
-        {
-            struct Funcs
-            {
-                static int MyCallback(ImGuiInputTextCallbackData* data)
-                {
-                    if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
-                    {
-                        data->InsertChars(data->CursorPos, "..");
-                    }
-                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
-                    {
-                        if (data->EventKey == ImGuiKey_UpArrow)
-                        {
-                            data->DeleteChars(0, data->BufTextLen);
-                            data->InsertChars(0, "Pressed Up!");
-                            data->SelectAll();
-                        }
-                        else if (data->EventKey == ImGuiKey_DownArrow)
-                        {
-                            data->DeleteChars(0, data->BufTextLen);
-                            data->InsertChars(0, "Pressed Down!");
-                            data->SelectAll();
-                        }
-                    }
-                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
-                    {
-                        // Toggle casing of first character
-                        char c = data->Buf[0];
-                        if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
-                        data->BufDirty = true;
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsFonts()
+//-----------------------------------------------------------------------------
 
-                        // Increment a counter
-                        int* p_int = (int*)data->UserData;
-                        *p_int = *p_int + 1;
-                    }
-                    return 0;
-                }
-            };
-            static char buf1[64];
-            ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
-            ImGui::SameLine(); HelpMarker(
-                "Here we append \"..\" each time Tab is pressed. "
-                "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
+// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
+namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
 
-            static char buf2[64];
-            ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
-            ImGui::SameLine(); HelpMarker(
-                "Here we replace and select text each time Up/Down are pressed. "
-                "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
+static void DemoWindowWidgetsFonts()
+{
+    IMGUI_DEMO_MARKER("Widgets/Fonts");
+    if (ImGui::TreeNode("Fonts"))
+    {
+        ImFontAtlas* atlas = ImGui::GetIO().Fonts;
+        ImGui::ShowFontAtlas(atlas);
+        // FIXME-NEWATLAS: Provide a demo to add/create a procedural font?
+        ImGui::TreePop();
+    }
+}
 
-            static char buf3[64];
-            static int edit_count = 0;
-            ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
-            ImGui::SameLine(); HelpMarker(
-                "Here we toggle the casing of the first character on every edit + count edits.");
-            ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsImages()
+//-----------------------------------------------------------------------------
 
-            ImGui::TreePop();
-        }
+static void DemoWindowWidgetsImages()
+{
+    IMGUI_DEMO_MARKER("Widgets/Images");
+    if (ImGui::TreeNode("Images"))
+    {
+        ImGuiIO& io = ImGui::GetIO();
+        ImGui::TextWrapped(
+            "Below we are displaying the font texture (which is the only texture we have access to in this demo). "
+            "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
+            "Hover the texture for a zoomed view!");
 
-        IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");
-        if (ImGui::TreeNode("Resize Callback"))
-        {
-            // To wire InputText() with std::string or any other custom string type,
-            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper
-            // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
-            HelpMarker(
-                "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"
-                "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
-            struct Funcs
-            {
-                static int MyResizeCallback(ImGuiInputTextCallbackData* data)
-                {
-                    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
-                    {
-                        ImVector<char>* my_str = (ImVector<char>*)data->UserData;
-                        IM_ASSERT(my_str->begin() == data->Buf);
-                        my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
-                        data->Buf = my_str->begin();
-                    }
-                    return 0;
-                }
+        // Below we are displaying the font texture because it is the only texture we have access to inside the demo!
+        // Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers.
+        // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
+        // of their respective source file to specify what they are using as texture identifier, for example:
+        // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer.
+        // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
+        // So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID.
+        // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
+        //   to ImGui::Image(), and gather width/height through your own functions, etc.
+        // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
+        //   it will help you debug issues if you are confused about it.
+        // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
+        // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
+        // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
 
-                // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
-                // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
-                static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
-                {
-                    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
-                    return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
-                }
-            };
+        // Grab the current texture identifier used by the font atlas.
+        ImTextureRef my_tex_id = io.Fonts->TexRef;
 
-            // For this demo we are using ImVector as a string container.
-            // Note that because we need to store a terminating zero character, our size/capacity are 1 more
-            // than usually reported by a typical string class.
-            static ImVector<char> my_str;
-            if (my_str.empty())
-                my_str.push_back(0);
-            Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
-            ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
-            ImGui::TreePop();
-        }
+        // Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it.
+        float my_tex_w = (float)io.Fonts->TexData->Width;
+        float my_tex_h = (float)io.Fonts->TexData->Height;
 
-        IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
-        if (ImGui::TreeNode("Miscellaneous"))
         {
-            static char buf1[16];
-            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
-            ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
-            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
-            ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
-            ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
-            ImGui::TreePop();
+            ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
+            ImVec2 pos = ImGui::GetCursorScreenPos();
+            ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
+            ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
+            ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize));
+            ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
+            if (ImGui::BeginItemTooltip())
+            {
+                float region_sz = 32.0f;
+                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;
+                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;
+                float zoom = 4.0f;
+                if (region_x < 0.0f) { region_x = 0.0f; }
+                else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }
+                if (region_y < 0.0f) { region_y = 0.0f; }
+                else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }
+                ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
+                ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
+                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
+                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
+                ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
+                ImGui::EndTooltip();
+            }
+            ImGui::PopStyleVar();
         }
 
+        IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
+        ImGui::TextWrapped("And now some textured buttons..");
+        static int pressed_count = 0;
+        for (int i = 0; i < 8; i++)
+        {
+            // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.
+            // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.
+            // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+            ImGui::PushID(i);
+            if (i > 0)
+                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));
+            ImVec2 size = ImVec2(32.0f, 32.0f);                         // Size of the image we want to make visible
+            ImVec2 uv0 = ImVec2(0.0f, 0.0f);                            // UV coordinates for lower-left
+            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);    // UV coordinates for (32,32) in our texture
+            ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);             // Black background
+            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);           // No tint
+            if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
+                pressed_count += 1;
+            if (i > 0)
+                ImGui::PopStyleVar();
+            ImGui::PopID();
+            ImGui::SameLine();
+        }
+        ImGui::NewLine();
+        ImGui::Text("Pressed %d times.", pressed_count);
         ImGui::TreePop();
     }
+}
 
-    // Tabs
-    IMGUI_DEMO_MARKER("Widgets/Tabs");
-    if (ImGui::TreeNode("Tabs"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsListBoxes()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsListBoxes()
+{
+    IMGUI_DEMO_MARKER("Widgets/List Boxes");
+    if (ImGui::TreeNode("List Boxes"))
     {
-        IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");
-        if (ImGui::TreeNode("Basic"))
+        // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild()
+        // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+        // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild()
+        // to always be called (inconsistent with BeginListBox()/EndListBox()).
+
+        // Using the generic BeginListBox() API, you have full control over how to display the combo contents.
+        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
+        // stored in the object itself, etc.)
+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+        static int item_selected_idx = 0; // Here we store our selected data as an index.
+
+        static bool item_highlight = false;
+        int item_highlighted_idx = -1; // Here we store our highlighted data as an index.
+        ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight);
+
+        if (ImGui::BeginListBox("listbox 1"))
         {
-            ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
-            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
             {
-                if (ImGui::BeginTabItem("Avocado"))
-                {
-                    ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
-                    ImGui::EndTabItem();
-                }
-                if (ImGui::BeginTabItem("Broccoli"))
-                {
-                    ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
-                    ImGui::EndTabItem();
-                }
-                if (ImGui::BeginTabItem("Cucumber"))
-                {
-                    ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
-                    ImGui::EndTabItem();
-                }
-                ImGui::EndTabBar();
+                const bool is_selected = (item_selected_idx == n);
+                if (ImGui::Selectable(items[n], is_selected))
+                    item_selected_idx = n;
+
+                if (item_highlight && ImGui::IsItemHovered())
+                    item_highlighted_idx = n;
+
+                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+                if (is_selected)
+                    ImGui::SetItemDefaultFocus();
             }
-            ImGui::Separator();
-            ImGui::TreePop();
+            ImGui::EndListBox();
         }
+        ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes.");
 
-        IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");
-        if (ImGui::TreeNode("Advanced & Close Button"))
+        // Custom size: use all width, 5 items tall
+        ImGui::Text("Full-width:");
+        if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
         {
-            // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
-            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
-            ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
-            ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
-            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
-            ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
-            ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline);
-            if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
-                tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
-
-            // Tab Bar
-            ImGui::AlignTextToFramePadding();
-            ImGui::Text("Opened:");
-            const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
-            static bool opened[4] = { true, true, true, true }; // Persistent user state
-            for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
             {
-                ImGui::SameLine();
-                ImGui::Checkbox(names[n], &opened[n]);
-            }
+                bool is_selected = (item_selected_idx == n);
+                ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0;
+                if (ImGui::Selectable(items[n], is_selected, flags))
+                    item_selected_idx = n;
 
-            // Passing a bool* to BeginTabItem() is similar to passing one to Begin():
-            // the underlying bool will be set to false when the tab is closed.
-            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
-            {
-                for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
-                    if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
-                    {
-                        ImGui::Text("This is the %s tab!", names[n]);
-                        if (n & 1)
-                            ImGui::Text("I am an odd tab.");
-                        ImGui::EndTabItem();
-                    }
-                ImGui::EndTabBar();
+                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+                if (is_selected)
+                    ImGui::SetItemDefaultFocus();
             }
-            ImGui::Separator();
-            ImGui::TreePop();
+            ImGui::EndListBox();
         }
 
-        IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");
-        if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
-        {
-            static ImVector<int> active_tabs;
-            static int next_tab_id = 0;
-            if (next_tab_id == 0) // Initialize with some default tabs
-                for (int i = 0; i < 3; i++)
-                    active_tabs.push_back(next_tab_id++);
+        ImGui::TreePop();
+    }
+}
 
-            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
-            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
-            // but they tend to make more sense together)
-            static bool show_leading_button = true;
-            static bool show_trailing_button = true;
-            ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
-            ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsMultiComponents()
+//-----------------------------------------------------------------------------
 
-            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
-            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
-            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+static void DemoWindowWidgetsMultiComponents()
+{
+    IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");
+    if (ImGui::TreeNode("Multi-component Widgets"))
+    {
+        static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+        static int vec4i[4] = { 1, 5, 100, 255 };
 
-            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
-            {
-                // Demo a Leading TabItemButton(): click the "?" button to open a menu
-                if (show_leading_button)
-                    if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
-                        ImGui::OpenPopup("MyHelpMenu");
-                if (ImGui::BeginPopup("MyHelpMenu"))
-                {
-                    ImGui::Selectable("Hello!");
-                    ImGui::EndPopup();
-                }
+        ImGui::SeparatorText("2-wide");
+        ImGui::InputFloat2("input float2", vec4f);
+        ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
+        ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
+        ImGui::InputInt2("input int2", vec4i);
+        ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
+        ImGui::SliderInt2("slider int2", vec4i, 0, 255);
 
-                // Demo Trailing Tabs: click the "+" button to add a new tab.
-                // (In your app you may want to use a font icon instead of the "+")
-                // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
-                if (show_trailing_button)
-                    if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
-                        active_tabs.push_back(next_tab_id++); // Add new tab
+        ImGui::SeparatorText("3-wide");
+        ImGui::InputFloat3("input float3", vec4f);
+        ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
+        ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
+        ImGui::InputInt3("input int3", vec4i);
+        ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
+        ImGui::SliderInt3("slider int3", vec4i, 0, 255);
 
-                // Submit our regular tabs
-                for (int n = 0; n < active_tabs.Size; )
-                {
-                    bool open = true;
-                    char name[16];
-                    snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
-                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
-                    {
-                        ImGui::Text("This is the %s tab!", name);
-                        ImGui::EndTabItem();
-                    }
+        ImGui::SeparatorText("4-wide");
+        ImGui::InputFloat4("input float4", vec4f);
+        ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
+        ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
+        ImGui::InputInt4("input int4", vec4i);
+        ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
+        ImGui::SliderInt4("slider int4", vec4i, 0, 255);
 
-                    if (!open)
-                        active_tabs.erase(active_tabs.Data + n);
-                    else
-                        n++;
-                }
+        ImGui::SeparatorText("Ranges");
+        static float begin = 10, end = 90;
+        static int begin_i = 100, end_i = 1000;
+        ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
+        ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
+        ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
 
-                ImGui::EndTabBar();
-            }
-            ImGui::Separator();
-            ImGui::TreePop();
-        }
         ImGui::TreePop();
     }
+}
 
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsPlotting()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsPlotting()
+{
     // Plot/Graph widgets are not very good.
-    // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
-    // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
+// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
+// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
     IMGUI_DEMO_MARKER("Widgets/Plotting");
     if (ImGui::TreeNode("Plotting"))
     {
+        ImGui::Text("Need better plotting and graphing? Consider using ImPlot:");
+        ImGui::TextLinkOpenURL("https://github.com/epezent/implot");
+        ImGui::Separator();
+
         static bool animate = true;
         ImGui::Checkbox("Animate", &animate);
 
@@ -2044,15 +2030,17 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
         float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
         ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
         ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
-        ImGui::Separator();
-
-        ImGui::Text("Need better plotting and graphing? Consider using ImPlot:");
-        ImGui::TextLinkOpenURL("https://github.com/epezent/implot");
-        ImGui::Separator();
 
         ImGui::TreePop();
     }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsProgressBars()
+//-----------------------------------------------------------------------------
 
+static void DemoWindowWidgetsProgressBars()
+{
     IMGUI_DEMO_MARKER("Widgets/Progress Bars");
     if (ImGui::TreeNode("Progress Bars"))
     {
@@ -2081,1830 +2069,2236 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
 
         ImGui::TreePop();
     }
+}
 
-    IMGUI_DEMO_MARKER("Widgets/Color");
-    if (ImGui::TreeNode("Color/Picker Widgets"))
-    {
-        static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
-
-        static bool alpha_preview = true;
-        static bool alpha_half_preview = false;
-        static bool drag_and_drop = true;
-        static bool options_menu = true;
-        static bool hdr = false;
-        ImGui::SeparatorText("Options");
-        ImGui::Checkbox("With Alpha Preview", &alpha_preview);
-        ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);
-        ImGui::Checkbox("With Drag and Drop", &drag_and_drop);
-        ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
-        ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
-        ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsQueryingStatuses()
+//-----------------------------------------------------------------------------
 
-        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");
-        ImGui::SeparatorText("Inline color editor");
-        ImGui::Text("Color widget:");
-        ImGui::SameLine(); HelpMarker(
-            "Click on the color square to open a color picker.\n"
-            "CTRL+click on individual component to input value.\n");
-        ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
+static void DemoWindowWidgetsQueryingStatuses()
+{
+    IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");
+    if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
+    {
+        // Select an item type
+        const char* item_names[] =
+        {
+            "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",
+            "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
+        };
+        static int item_type = 4;
+        static bool item_disabled = false;
+        ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
+        ImGui::SameLine();
+        HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
+        ImGui::Checkbox("Item Disabled", &item_disabled);
 
-        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
-        ImGui::Text("Color widget HSV with Alpha:");
-        ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
+        // Submit selected items so we can query their status in the code following it.
+        bool ret = false;
+        static bool b = false;
+        static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
+        static char str[16] = {};
+        if (item_disabled)
+            ImGui::BeginDisabled(true);
+        if (item_type == 0) { ImGui::Text("ITEM: Text"); }                                              // Testing text items with no identifier/interaction
+        if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); }                                    // Testing button
+        if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater)
+        if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); }                            // Testing checkbox
+        if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); }   // Testing basic item
+        if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)
+        if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)
+        if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); }               // Testing +/- buttons on scalar input
+        if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); }                   // Testing multi-component items (IsItemXXX flags are reported merged)
+        if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)
+        if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); }                            // Testing selectable item
+        if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); }                                // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
+        if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); }     // Testing tree node
+        if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
+        if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
+        if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
 
-        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");
-        ImGui::Text("Color widget with Float Display:");
-        ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
+        bool hovered_delay_none = ImGui::IsItemHovered();
+        bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary);
+        bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
+        bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
+        bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary
 
-        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");
-        ImGui::Text("Color button with Picker:");
-        ImGui::SameLine(); HelpMarker(
-            "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
-            "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "
-            "be used for the tooltip and picker popup.");
-        ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
+        // Display the values of IsItemHovered() and other common item state functions.
+        // Note that the ImGuiHoveredFlags_XXX flags can be combined.
+        // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
+        // we query every state in a single call to avoid storing them and to simplify the code.
+        ImGui::BulletText(
+            "Return value = %d\n"
+            "IsItemFocused() = %d\n"
+            "IsItemHovered() = %d\n"
+            "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
+            "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+            "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n"
+            "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n"
+            "IsItemHovered(_AllowWhenDisabled) = %d\n"
+            "IsItemHovered(_RectOnly) = %d\n"
+            "IsItemActive() = %d\n"
+            "IsItemEdited() = %d\n"
+            "IsItemActivated() = %d\n"
+            "IsItemDeactivated() = %d\n"
+            "IsItemDeactivatedAfterEdit() = %d\n"
+            "IsItemVisible() = %d\n"
+            "IsItemClicked() = %d\n"
+            "IsItemToggledOpen() = %d\n"
+            "GetItemRectMin() = (%.1f, %.1f)\n"
+            "GetItemRectMax() = (%.1f, %.1f)\n"
+            "GetItemRectSize() = (%.1f, %.1f)",
+            ret,
+            ImGui::IsItemFocused(),
+            ImGui::IsItemHovered(),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
+            ImGui::IsItemActive(),
+            ImGui::IsItemEdited(),
+            ImGui::IsItemActivated(),
+            ImGui::IsItemDeactivated(),
+            ImGui::IsItemDeactivatedAfterEdit(),
+            ImGui::IsItemVisible(),
+            ImGui::IsItemClicked(),
+            ImGui::IsItemToggledOpen(),
+            ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
+            ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
+            ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
+        );
+        ImGui::BulletText(
+            "with Hovering Delay or Stationary test:\n"
+            "IsItemHovered() = %d\n"
+            "IsItemHovered(_Stationary) = %d\n"
+            "IsItemHovered(_DelayShort) = %d\n"
+            "IsItemHovered(_DelayNormal) = %d\n"
+            "IsItemHovered(_Tooltip) = %d",
+            hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip);
 
-        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");
-        ImGui::Text("Color button with Custom Picker Popup:");
+        if (item_disabled)
+            ImGui::EndDisabled();
 
-        // Generate a default palette. The palette will persist and can be edited.
-        static bool saved_palette_init = true;
-        static ImVec4 saved_palette[32] = {};
-        if (saved_palette_init)
-        {
-            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
-            {
-                ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,
-                    saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
-                saved_palette[n].w = 1.0f; // Alpha
-            }
-            saved_palette_init = false;
-        }
+        char buf[1] = "";
+        ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
+        ImGui::SameLine();
+        HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
 
-        static ImVec4 backup_color;
-        bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
-        ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
-        open_popup |= ImGui::Button("Palette");
-        if (open_popup)
-        {
-            ImGui::OpenPopup("mypicker");
-            backup_color = color;
-        }
-        if (ImGui::BeginPopup("mypicker"))
-        {
-            ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
-            ImGui::Separator();
-            ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
-            ImGui::SameLine();
+        ImGui::TreePop();
+    }
 
-            ImGui::BeginGroup(); // Lock X position
-            ImGui::Text("Current");
-            ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));
-            ImGui::Text("Previous");
-            if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))
-                color = backup_color;
-            ImGui::Separator();
-            ImGui::Text("Palette");
-            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
-            {
-                ImGui::PushID(n);
-                if ((n % 8) != 0)
-                    ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
+    IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");
+    if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
+    {
+        static bool embed_all_inside_a_child_window = false;
+        ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
+        if (embed_all_inside_a_child_window)
+            ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders);
 
-                ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;
-                if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))
-                    color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
+        // Testing IsWindowFocused() function with its various flags.
+        ImGui::BulletText(
+            "IsWindowFocused() = %d\n"
+            "IsWindowFocused(_ChildWindows) = %d\n"
+            "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
+            "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_RootWindow) = %d\n"
+            "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_AnyWindow) = %d\n",
+            ImGui::IsWindowFocused(),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
 
-                // Allow user to drop colors into each palette entry. Note that ColorButton() is already a
-                // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.
-                if (ImGui::BeginDragDropTarget())
-                {
-                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
-                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
-                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
-                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
-                    ImGui::EndDragDropTarget();
-                }
-
-                ImGui::PopID();
-            }
-            ImGui::EndGroup();
-            ImGui::EndPopup();
-        }
+        // Testing IsWindowHovered() function with its various flags.
+        ImGui::BulletText(
+            "IsWindowHovered() = %d\n"
+            "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
+            "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+            "IsWindowHovered(_ChildWindows) = %d\n"
+            "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
+            "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_RootWindow) = %d\n"
+            "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
+            "IsWindowHovered(_AnyWindow) = %d\n"
+            "IsWindowHovered(_Stationary) = %d\n",
+            ImGui::IsWindowHovered(),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
 
-        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");
-        ImGui::Text("Color button only:");
-        static bool no_border = false;
-        ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
-        ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
+        ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders);
+        ImGui::Text("This is another child window for testing the _ChildWindows flag.");
+        ImGui::EndChild();
+        if (embed_all_inside_a_child_window)
+            ImGui::EndChild();
 
-        IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");
-        ImGui::SeparatorText("Color picker");
-        static bool alpha = true;
-        static bool alpha_bar = true;
-        static bool side_preview = true;
-        static bool ref_color = false;
-        static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);
-        static int display_mode = 0;
-        static int picker_mode = 0;
-        ImGui::Checkbox("With Alpha", &alpha);
-        ImGui::Checkbox("With Alpha Bar", &alpha_bar);
-        ImGui::Checkbox("With Side Preview", &side_preview);
-        if (side_preview)
+        // Calling IsItemHovered() after begin returns the hovered status of the title bar.
+        // This is useful in particular if you want to create a context menu associated to the title bar of a window.
+        static bool test_window = false;
+        ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
+        if (test_window)
         {
-            ImGui::SameLine();
-            ImGui::Checkbox("With Ref Color", &ref_color);
-            if (ref_color)
+            ImGui::Begin("Title bar Hovered/Active tests", &test_window);
+            if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
             {
-                ImGui::SameLine();
-                ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);
+                if (ImGui::MenuItem("Close")) { test_window = false; }
+                ImGui::EndPopup();
             }
+            ImGui::Text(
+                "IsItemHovered() after begin = %d (== is title bar hovered)\n"
+                "IsItemActive() after begin = %d (== is window being clicked/moved)\n",
+                ImGui::IsItemHovered(), ImGui::IsItemActive());
+            ImGui::End();
         }
-        ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
-        ImGui::SameLine(); HelpMarker(
-            "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
-            "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
-            "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
-        ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");
-        ImGuiColorEditFlags flags = misc_flags;
-        if (!alpha)            flags |= ImGuiColorEditFlags_NoAlpha;        // This is by default if you call ColorPicker3() instead of ColorPicker4()
-        if (alpha_bar)         flags |= ImGuiColorEditFlags_AlphaBar;
-        if (!side_preview)     flags |= ImGuiColorEditFlags_NoSidePreview;
-        if (picker_mode == 1)  flags |= ImGuiColorEditFlags_PickerHueBar;
-        if (picker_mode == 2)  flags |= ImGuiColorEditFlags_PickerHueWheel;
-        if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;       // Disable all RGB/HSV/Hex displays
-        if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB;     // Override display mode
-        if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
-        if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
-        ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
-
-        ImGui::Text("Set defaults in code:");
-        ImGui::SameLine(); HelpMarker(
-            "SetColorEditOptions() is designed to allow you to set boot-time default.\n"
-            "We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"
-            "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"
-            "encouraging you to persistently save values that aren't forward-compatible.");
-        if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
-            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
-        if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
-            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
-
-        // Always display a small version of both types of pickers
-        // (that's in order to make it more visible in the demo to people who are skimming quickly through it)
-        ImGui::Text("Both types:");
-        float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
-        ImGui::SetNextItemWidth(w);
-        ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
-        ImGui::SameLine();
-        ImGui::SetNextItemWidth(w);
-        ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
-
-        // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
-        static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
-        ImGui::Spacing();
-        ImGui::Text("HSV encoded colors");
-        ImGui::SameLine(); HelpMarker(
-            "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV"
-            "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the"
-            "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
-        ImGui::Text("Color widget with InputHSV:");
-        ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
-        ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
-        ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
 
         ImGui::TreePop();
     }
+}
 
-    IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");
-    if (ImGui::TreeNode("Drag/Slider Flags"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsSelectables()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsSelectables()
+{
+    IMGUI_DEMO_MARKER("Widgets/Selectables");
+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+    if (ImGui::TreeNode("Selectables"))
     {
-        // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
-        static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
-        ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
-        ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput);
-        ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.");
-        ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange);
-        ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.");
-        ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
-        ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
-        ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
-        ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
-        ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
-        ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
-        ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround);
-        ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)");
+        // Selectable() has 2 overloads:
+        // - The one taking "bool selected" as a read-only selection information.
+        //   When Selectable() has been clicked it returns true and you can alter selection state accordingly.
+        // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
+        // The earlier is more flexible, as in real application your selection may be stored in many different ways
+        // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
+        if (ImGui::TreeNode("Basic"))
+        {
+            static bool selection[5] = { false, true, false, false };
+            ImGui::Selectable("1. I am selectable", &selection[0]);
+            ImGui::Selectable("2. I am selectable", &selection[1]);
+            ImGui::Selectable("3. I am selectable", &selection[2]);
+            if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))
+                if (ImGui::IsMouseDoubleClicked(0))
+                    selection[3] = !selection[3];
+            ImGui::TreePop();
+        }
 
-        // Drags
-        static float drag_f = 0.5f;
-        static int drag_i = 50;
-        ImGui::Text("Underlying float value: %f", drag_f);
-        ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
-        ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
-        ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
-        ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
-        //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags);           // To test ClampZeroRange
-        //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags);
-        ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");
+        if (ImGui::TreeNode("Rendering more items on the same line"))
+        {
+            // (1) Using SetNextItemAllowOverlap()
+            // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.
+            static bool selected[3] = { false, false, false };
+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");
+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");
+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");
+            ImGui::TreePop();
+        }
 
-        // Sliders
-        static float slider_f = 0.5f;
-        static int slider_i = 50;
-        const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround;
-        ImGui::Text("Underlying float value: %f", slider_f);
-        ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders);
-        ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders);
+        IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables");
+        if (ImGui::TreeNode("In Tables"))
+        {
+            static bool selected[10] = {};
 
-        ImGui::TreePop();
-    }
+            if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+            {
+                for (int i = 0; i < 10; i++)
+                {
+                    char label[32];
+                    sprintf(label, "Item %d", i);
+                    ImGui::TableNextColumn();
+                    ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
+                }
+                ImGui::EndTable();
+            }
+            ImGui::Spacing();
+            if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+            {
+                for (int i = 0; i < 10; i++)
+                {
+                    char label[32];
+                    sprintf(label, "Item %d", i);
+                    ImGui::TableNextRow();
+                    ImGui::TableNextColumn();
+                    ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
+                    ImGui::TableNextColumn();
+                    ImGui::Text("Some other contents");
+                    ImGui::TableNextColumn();
+                    ImGui::Text("123456");
+                }
+                ImGui::EndTable();
+            }
+            ImGui::TreePop();
+        }
 
-    IMGUI_DEMO_MARKER("Widgets/Range Widgets");
-    if (ImGui::TreeNode("Range Widgets"))
-    {
-        static float begin = 10, end = 90;
-        static int begin_i = 100, end_i = 1000;
-        ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
-        ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
-        ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
-        ImGui::TreePop();
-    }
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
+        if (ImGui::TreeNode("Grid"))
+        {
+            static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
 
-    IMGUI_DEMO_MARKER("Widgets/Data Types");
-    if (ImGui::TreeNode("Data Types"))
-    {
-        // DragScalar/InputScalar/SliderScalar functions allow various data types
-        // - signed/unsigned
-        // - 8/16/32/64-bits
-        // - integer/float/double
-        // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
-        // to pass the type, and passing all arguments by pointer.
-        // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
-        // In practice, if you frequently use a given type that is not covered by the normal API entry points,
-        // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
-        // and then pass their address to the generic function. For example:
-        //   bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
-        //   {
-        //      return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
-        //   }
+            // Add in a bit of silly fun...
+            const float time = (float)ImGui::GetTime();
+            const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
+            if (winning_state)
+                ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
 
-        // Setup limits (as helper variables so we can take their address, as explained above)
-        // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.
-        #ifndef LLONG_MIN
-        ImS64 LLONG_MIN = -9223372036854775807LL - 1;
-        ImS64 LLONG_MAX = 9223372036854775807LL;
-        ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
-        #endif
-        const char    s8_zero  = 0,   s8_one  = 1,   s8_fifty  = 50, s8_min  = -128,        s8_max = 127;
-        const ImU8    u8_zero  = 0,   u8_one  = 1,   u8_fifty  = 50, u8_min  = 0,           u8_max = 255;
-        const short   s16_zero = 0,   s16_one = 1,   s16_fifty = 50, s16_min = -32768,      s16_max = 32767;
-        const ImU16   u16_zero = 0,   u16_one = 1,   u16_fifty = 50, u16_min = 0,           u16_max = 65535;
-        const ImS32   s32_zero = 0,   s32_one = 1,   s32_fifty = 50, s32_min = INT_MIN/2,   s32_max = INT_MAX/2,    s32_hi_a = INT_MAX/2 - 100,    s32_hi_b = INT_MAX/2;
-        const ImU32   u32_zero = 0,   u32_one = 1,   u32_fifty = 50, u32_min = 0,           u32_max = UINT_MAX/2,   u32_hi_a = UINT_MAX/2 - 100,   u32_hi_b = UINT_MAX/2;
-        const ImS64   s64_zero = 0,   s64_one = 1,   s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2,  s64_hi_a = LLONG_MAX/2 - 100,  s64_hi_b = LLONG_MAX/2;
-        const ImU64   u64_zero = 0,   u64_one = 1,   u64_fifty = 50, u64_min = 0,           u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;
-        const float   f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;
-        const double  f64_zero = 0.,  f64_one = 1.,  f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
+            for (int y = 0; y < 4; y++)
+                for (int x = 0; x < 4; x++)
+                {
+                    if (x > 0)
+                        ImGui::SameLine();
+                    ImGui::PushID(y * 4 + x);
+                    if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
+                    {
+                        // Toggle clicked cell + toggle neighbors
+                        selected[y][x] ^= 1;
+                        if (x > 0) { selected[y][x - 1] ^= 1; }
+                        if (x < 3) { selected[y][x + 1] ^= 1; }
+                        if (y > 0) { selected[y - 1][x] ^= 1; }
+                        if (y < 3) { selected[y + 1][x] ^= 1; }
+                    }
+                    ImGui::PopID();
+                }
+
+            if (winning_state)
+                ImGui::PopStyleVar();
+            ImGui::TreePop();
+        }
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");
+        if (ImGui::TreeNode("Alignment"))
+        {
+            HelpMarker(
+                "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
+                "basis using PushStyleVar(). You'll probably want to always keep your default situation to "
+                "left-align otherwise it becomes difficult to layout multiple items on a same line");
+            static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
+            for (int y = 0; y < 3; y++)
+            {
+                for (int x = 0; x < 3; x++)
+                {
+                    ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
+                    char name[32];
+                    sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
+                    if (x > 0) ImGui::SameLine();
+                    ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
+                    ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
+                    ImGui::PopStyleVar();
+                }
+            }
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect()
+//-----------------------------------------------------------------------------
+// Multi-selection demos
+// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select
+//-----------------------------------------------------------------------------
+
+static const char* ExampleNames[] =
+{
+    "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper",
+    "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava",
+    "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber"
+};
+
+// Extra functions to add deletion support to ImGuiSelectionBasicStorage
+struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage
+{
+    // Find which item should be Focused after deletion.
+    // Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
+    // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
+    // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data.
+    // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility.
+    // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr.
+    // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset.
+    int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count)
+    {
+        if (Size == 0)
+            return -1;
+
+        // If focused item is not selected...
+        const int focused_idx = (int)ms_io->NavIdItem;  // Index of currently focused item
+        if (ms_io->NavIdSelected == false)  // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx))
+        {
+            ms_io->RangeSrcReset = true;    // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item.
+            return focused_idx;             // Request to focus same item after deletion.
+        }
+
+        // If focused item is selected: land on first unselected item after focused item.
+        for (int idx = focused_idx + 1; idx < items_count; idx++)
+            if (!Contains(GetStorageIdFromIndex(idx)))
+                return idx;
+
+        // If focused item is selected: otherwise return last unselected item before focused item.
+        for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--)
+            if (!Contains(GetStorageIdFromIndex(idx)))
+                return idx;
+
+        return -1;
+    }
+
+    // Rewrite item list (delete items) + update selection.
+    // - Call after EndMultiSelect()
+    // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data.
+    template<typename ITEM_TYPE>
+    void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector<ITEM_TYPE>& items, int item_curr_idx_to_select)
+    {
+        // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection).
+        // If NavId was not part of selection, we will stay on same item.
+        ImVector<ITEM_TYPE> new_items;
+        new_items.reserve(items.Size - Size);
+        int item_next_idx_to_select = -1;
+        for (int idx = 0; idx < items.Size; idx++)
+        {
+            if (!Contains(GetStorageIdFromIndex(idx)))
+                new_items.push_back(items[idx]);
+            if (item_curr_idx_to_select == idx)
+                item_next_idx_to_select = new_items.Size - 1;
+        }
+        items.swap(new_items);
+
+        // Update selection
+        Clear();
+        if (item_next_idx_to_select != -1 && ms_io->NavIdSelected)
+            SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true);
+    }
+};
+
+// Example: Implement dual list box storage and interface
+struct ExampleDualListBox
+{
+    ImVector<ImGuiID>           Items[2];               // ID is index into ExampleName[]
+    ImGuiSelectionBasicStorage  Selections[2];          // Store ExampleItemId into selection
+    bool                        OptKeepSorted = true;
+
+    void MoveAll(int src, int dst)
+    {
+        IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0));
+        for (ImGuiID item_id : Items[src])
+            Items[dst].push_back(item_id);
+        Items[src].clear();
+        SortItems(dst);
+        Selections[src].Swap(Selections[dst]);
+        Selections[src].Clear();
+    }
+    void MoveSelected(int src, int dst)
+    {
+        for (int src_n = 0; src_n < Items[src].Size; src_n++)
+        {
+            ImGuiID item_id = Items[src][src_n];
+            if (!Selections[src].Contains(item_id))
+                continue;
+            Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap)
+            Items[dst].push_back(item_id);
+            src_n--;
+        }
+        if (OptKeepSorted)
+            SortItems(dst);
+        Selections[src].Swap(Selections[dst]);
+        Selections[src].Clear();
+    }
+    void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side)
+    {
+        // In this example we store item id in selection (instead of item index)
+        Selections[side].UserData = Items[side].Data;
+        Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; };
+        Selections[side].ApplyRequests(ms_io);
+    }
+    static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs)
+    {
+        const int* a = (const int*)lhs;
+        const int* b = (const int*)rhs;
+        return (*a - *b);
+    }
+    void SortItems(int n)
+    {
+        qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue);
+    }
+    void Show()
+    {
+        //if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); }
+        if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None))
+        {
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch);    // Left side
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);      // Buttons
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch);    // Right side
+            ImGui::TableNextRow();
+
+            int request_move_selected = -1;
+            int request_move_all = -1;
+            float child_height_0 = 0.0f;
+            for (int side = 0; side < 2; side++)
+            {
+                // FIXME-MULTISELECT: Dual List Box: Add context menus
+                // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues.
+                ImVector<ImGuiID>& items = Items[side];
+                ImGuiSelectionBasicStorage& selection = Selections[side];
+
+                ImGui::TableSetColumnIndex((side == 0) ? 0 : 2);
+                ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size);
+
+                // Submit scrolling range to avoid glitches on moving/deletion
+                const float items_height = ImGui::GetTextLineHeightWithSpacing();
+                ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+
+                bool child_visible;
+                if (side == 0)
+                {
+                    // Left child is resizable
+                    ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX));
+                    child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY);
+                    child_height_0 = ImGui::GetWindowSize().y;
+                }
+                else
+                {
+                    // Right child use same height as left one
+                    child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle);
+                }
+                if (child_visible)
+                {
+                    ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
+                    ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+                    ApplySelectionRequests(ms_io, side);
+
+                    for (int item_n = 0; item_n < items.Size; item_n++)
+                    {
+                        ImGuiID item_id = items[item_n];
+                        bool item_is_selected = selection.Contains(item_id);
+                        ImGui::SetNextItemSelectionUserData(item_n);
+                        ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick);
+                        if (ImGui::IsItemFocused())
+                        {
+                            // FIXME-MULTISELECT: Dual List Box: Transfer focus
+                            if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter))
+                                request_move_selected = side;
+                            if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection?
+                                request_move_selected = side;
+                        }
+                    }
+
+                    ms_io = ImGui::EndMultiSelect();
+                    ApplySelectionRequests(ms_io, side);
+                }
+                ImGui::EndChild();
+            }
+
+            // Buttons columns
+            ImGui::TableSetColumnIndex(1);
+            ImGui::NewLine();
+            //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f };
+            ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() };
+
+            // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized)
+            if (ImGui::Button(">>", button_sz))
+                request_move_all = 0;
+            if (ImGui::Button(">", button_sz))
+                request_move_selected = 0;
+            if (ImGui::Button("<", button_sz))
+                request_move_selected = 1;
+            if (ImGui::Button("<<", button_sz))
+                request_move_all = 1;
+
+            // Process requests
+            if (request_move_all != -1)
+                MoveAll(request_move_all, request_move_all ^ 1);
+            if (request_move_selected != -1)
+                MoveSelected(request_move_selected, request_move_selected ^ 1);
+
+            // FIXME-MULTISELECT: Support action from outside
+            /*
+            if (OptKeepSorted == false)
+            {
+                ImGui::NewLine();
+                if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {}
+                if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {}
+            }
+            */
+
+            ImGui::EndTable();
+        }
+    }
+};
+
+static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data)
+{
+    IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select");
+    if (ImGui::TreeNode("Selection State & Multi-Select"))
+    {
+        HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.");
+
+        ImGui::BulletText("Wiki page:");
+        ImGui::SameLine();
+        ImGui::TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select");
+
+        // Without any fancy API: manage single-selection yourself.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select");
+        if (ImGui::TreeNode("Single-Select"))
+        {
+            static int selected = -1;
+            for (int n = 0; n < 5; n++)
+            {
+                char buf[32];
+                sprintf(buf, "Object %d", n);
+                if (ImGui::Selectable(buf, selected == n))
+                    selected = n;
+            }
+            ImGui::TreePop();
+        }
+
+        // Demonstrate implementation a most-basic form of multi-selection manually
+        // This doesn't support the Shift modifier which requires BeginMultiSelect()!
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)");
+        if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)"))
+        {
+            HelpMarker("Hold Ctrl and Click to select multiple items.");
+            static bool selection[5] = { false, false, false, false, false };
+            for (int n = 0; n < 5; n++)
+            {
+                char buf[32];
+                sprintf(buf, "Object %d", n);
+                if (ImGui::Selectable(buf, selection[n]))
+                {
+                    if (!ImGui::GetIO().KeyCtrl) // Clear selection when Ctrl is not held
+                        memset(selection, 0, sizeof(selection));
+                    selection[n] ^= 1; // Toggle current item
+                }
+            }
+            ImGui::TreePop();
+        }
+
+        // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API.
+        // Shift+Click w/ Ctrl and other standard features are supported.
+        // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select");
+        if (ImGui::TreeNode("Multi-Select"))
+        {
+            ImGui::Text("Supported features:");
+            ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space).");
+            ImGui::BulletText("Ctrl modifier to preserve and toggle selection.");
+            ImGui::BulletText("Shift modifier for range selection.");
+            ImGui::BulletText("Ctrl+A to select all.");
+            ImGui::BulletText("Escape to clear selection.");
+            ImGui::BulletText("Click and drag to box-select.");
+            ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.");
+
+            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            const int ITEMS_COUNT = 50;
+            static ImGuiSelectionBasicStorage selection;
+            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+
+            // The BeginChild() has no purpose for selection logic, other that offering a scrolling region.
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+                selection.ApplyRequests(ms_io);
+
+                for (int n = 0; n < ITEMS_COUNT; n++)
+                {
+                    char label[64];
+                    sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                    bool item_is_selected = selection.Contains((ImGuiID)n);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Selectable(label, item_is_selected);
+                }
+
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+
+        // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)");
+        if (ImGui::TreeNode("Multi-Select (with clipper)"))
+        {
+            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            static ImGuiSelectionBasicStorage selection;
+
+            ImGui::Text("Added features:");
+            ImGui::BulletText("Using ImGuiListClipper.");
+
+            const int ITEMS_COUNT = 10000;
+            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+                selection.ApplyRequests(ms_io);
+
+                ImGuiListClipper clipper;
+                clipper.Begin(ITEMS_COUNT);
+                if (ms_io->RangeSrcItem != -1)
+                    clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+                while (clipper.Step())
+                {
+                    for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+                    {
+                        char label[64];
+                        sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                        bool item_is_selected = selection.Contains((ImGuiID)n);
+                        ImGui::SetNextItemSelectionUserData(n);
+                        ImGui::Selectable(label, item_is_selected);
+                    }
+                }
 
-        // State
-        static char   s8_v  = 127;
-        static ImU8   u8_v  = 255;
-        static short  s16_v = 32767;
-        static ImU16  u16_v = 65535;
-        static ImS32  s32_v = -1;
-        static ImU32  u32_v = (ImU32)-1;
-        static ImS64  s64_v = -1;
-        static ImU64  u64_v = (ImU64)-1;
-        static float  f32_v = 0.123f;
-        static double f64_v = 90000.01234567890123456789;
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
 
-        const float drag_speed = 0.2f;
-        static bool drag_clamp = false;
-        IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");
-        ImGui::SeparatorText("Drags");
-        ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
-        ImGui::SameLine(); HelpMarker(
-            "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
-            "You can override the clamping limits by using CTRL+Click to input a value.");
-        ImGui::DragScalar("drag s8",        ImGuiDataType_S8,     &s8_v,  drag_speed, drag_clamp ? &s8_zero  : NULL, drag_clamp ? &s8_fifty  : NULL);
-        ImGui::DragScalar("drag u8",        ImGuiDataType_U8,     &u8_v,  drag_speed, drag_clamp ? &u8_zero  : NULL, drag_clamp ? &u8_fifty  : NULL, "%u ms");
-        ImGui::DragScalar("drag s16",       ImGuiDataType_S16,    &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
-        ImGui::DragScalar("drag u16",       ImGuiDataType_U16,    &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
-        ImGui::DragScalar("drag s32",       ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
-        ImGui::DragScalar("drag s32 hex",   ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
-        ImGui::DragScalar("drag u32",       ImGuiDataType_U32,    &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
-        ImGui::DragScalar("drag s64",       ImGuiDataType_S64,    &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
-        ImGui::DragScalar("drag u64",       ImGuiDataType_U64,    &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
-        ImGui::DragScalar("drag float",     ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f");
-        ImGui::DragScalar("drag float log", ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
-        ImGui::DragScalar("drag double",    ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL,     "%.10f grams");
-        ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
+        // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API.
+        // In order to support Deletion without any glitches you need to:
+        // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling.
+        // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection.
+        // - (3) BeginXXXX process
+        // - (4) Focus process
+        // - (5) EndXXXX process
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)");
+        if (ImGui::TreeNode("Multi-Select (with deletion)"))
+        {
+            // Storing items data separately from selection data.
+            // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items)
+            // Use a custom selection.Adapter: store item identifier in Selection (instead of index)
+            static ImVector<ImGuiID> items;
+            static ExampleSelectionWithDeletion selection;
+            selection.UserData = (void*)&items;
+            selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector<ImGuiID>* p_items = (ImVector<ImGuiID>*)self->UserData; return (*p_items)[idx]; }; // Index -> ID
 
-        IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");
-        ImGui::SeparatorText("Sliders");
-        ImGui::SliderScalar("slider s8 full",       ImGuiDataType_S8,     &s8_v,  &s8_min,   &s8_max,   "%d");
-        ImGui::SliderScalar("slider u8 full",       ImGuiDataType_U8,     &u8_v,  &u8_min,   &u8_max,   "%u");
-        ImGui::SliderScalar("slider s16 full",      ImGuiDataType_S16,    &s16_v, &s16_min,  &s16_max,  "%d");
-        ImGui::SliderScalar("slider u16 full",      ImGuiDataType_U16,    &u16_v, &u16_min,  &u16_max,  "%u");
-        ImGui::SliderScalar("slider s32 low",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty,"%d");
-        ImGui::SliderScalar("slider s32 high",      ImGuiDataType_S32,    &s32_v, &s32_hi_a, &s32_hi_b, "%d");
-        ImGui::SliderScalar("slider s32 full",      ImGuiDataType_S32,    &s32_v, &s32_min,  &s32_max,  "%d");
-        ImGui::SliderScalar("slider s32 hex",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty, "0x%04X");
-        ImGui::SliderScalar("slider u32 low",       ImGuiDataType_U32,    &u32_v, &u32_zero, &u32_fifty,"%u");
-        ImGui::SliderScalar("slider u32 high",      ImGuiDataType_U32,    &u32_v, &u32_hi_a, &u32_hi_b, "%u");
-        ImGui::SliderScalar("slider u32 full",      ImGuiDataType_U32,    &u32_v, &u32_min,  &u32_max,  "%u");
-        ImGui::SliderScalar("slider s64 low",       ImGuiDataType_S64,    &s64_v, &s64_zero, &s64_fifty,"%" PRId64);
-        ImGui::SliderScalar("slider s64 high",      ImGuiDataType_S64,    &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);
-        ImGui::SliderScalar("slider s64 full",      ImGuiDataType_S64,    &s64_v, &s64_min,  &s64_max,  "%" PRId64);
-        ImGui::SliderScalar("slider u64 low",       ImGuiDataType_U64,    &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");
-        ImGui::SliderScalar("slider u64 high",      ImGuiDataType_U64,    &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");
-        ImGui::SliderScalar("slider u64 full",      ImGuiDataType_U64,    &u64_v, &u64_min,  &u64_max,  "%" PRIu64 " ms");
-        ImGui::SliderScalar("slider float low",     ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one);
-        ImGui::SliderScalar("slider float low log", ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one,  "%.10f", ImGuiSliderFlags_Logarithmic);
-        ImGui::SliderScalar("slider float high",    ImGuiDataType_Float,  &f32_v, &f32_lo_a, &f32_hi_a, "%e");
-        ImGui::SliderScalar("slider double low",    ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f grams");
-        ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f", ImGuiSliderFlags_Logarithmic);
-        ImGui::SliderScalar("slider double high",   ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
+            ImGui::Text("Added features:");
+            ImGui::BulletText("Dynamic list with Delete key support.");
+            ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
 
-        ImGui::SeparatorText("Sliders (reverse)");
-        ImGui::SliderScalar("slider s8 reverse",    ImGuiDataType_S8,   &s8_v,  &s8_max,    &s8_min,   "%d");
-        ImGui::SliderScalar("slider u8 reverse",    ImGuiDataType_U8,   &u8_v,  &u8_max,    &u8_min,   "%u");
-        ImGui::SliderScalar("slider s32 reverse",   ImGuiDataType_S32,  &s32_v, &s32_fifty, &s32_zero, "%d");
-        ImGui::SliderScalar("slider u32 reverse",   ImGuiDataType_U32,  &u32_v, &u32_fifty, &u32_zero, "%u");
-        ImGui::SliderScalar("slider s64 reverse",   ImGuiDataType_S64,  &s64_v, &s64_fifty, &s64_zero, "%" PRId64);
-        ImGui::SliderScalar("slider u64 reverse",   ImGuiDataType_U64,  &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");
+            // Initialize default list with 50 items + button to add/remove items.
+            static ImGuiID items_next_id = 0;
+            if (items_next_id == 0)
+                for (ImGuiID n = 0; n < 50; n++)
+                    items.push_back(items_next_id++);
+            if (ImGui::SmallButton("Add 20 items"))     { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } }
+            ImGui::SameLine();
+            if (ImGui::SmallButton("Remove 20 items"))  { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } }
 
-        IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
-        static bool inputs_step = true;
-        static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
-        ImGui::SeparatorText("Inputs");
-        ImGui::Checkbox("Show step buttons", &inputs_step);
-        ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
-        ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal);
-        ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal);
-        ImGui::InputScalar("input s8",      ImGuiDataType_S8,     &s8_v,  inputs_step ? &s8_one  : NULL, NULL, "%d", flags);
-        ImGui::InputScalar("input u8",      ImGuiDataType_U8,     &u8_v,  inputs_step ? &u8_one  : NULL, NULL, "%u", flags);
-        ImGui::InputScalar("input s16",     ImGuiDataType_S16,    &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags);
-        ImGui::InputScalar("input u16",     ImGuiDataType_U16,    &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags);
-        ImGui::InputScalar("input s32",     ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags);
-        ImGui::InputScalar("input s32 hex", ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags);
-        ImGui::InputScalar("input u32",     ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags);
-        ImGui::InputScalar("input u32 hex", ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags);
-        ImGui::InputScalar("input s64",     ImGuiDataType_S64,    &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags);
-        ImGui::InputScalar("input u64",     ImGuiDataType_U64,    &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags);
-        ImGui::InputScalar("input float",   ImGuiDataType_Float,  &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags);
-        ImGui::InputScalar("input double",  ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags);
+            // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion
+            const float items_height = ImGui::GetTextLineHeightWithSpacing();
+            ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
 
-        ImGui::TreePop();
-    }
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+                selection.ApplyRequests(ms_io);
 
-    IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");
-    if (ImGui::TreeNode("Multi-component Widgets"))
-    {
-        static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
-        static int vec4i[4] = { 1, 5, 100, 255 };
+                const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0);
+                const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
 
-        ImGui::SeparatorText("2-wide");
-        ImGui::InputFloat2("input float2", vec4f);
-        ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
-        ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
-        ImGui::InputInt2("input int2", vec4i);
-        ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
-        ImGui::SliderInt2("slider int2", vec4i, 0, 255);
+                for (int n = 0; n < items.Size; n++)
+                {
+                    const ImGuiID item_id = items[n];
+                    char label[64];
+                    sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]);
 
-        ImGui::SeparatorText("3-wide");
-        ImGui::InputFloat3("input float3", vec4f);
-        ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
-        ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
-        ImGui::InputInt3("input int3", vec4i);
-        ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
-        ImGui::SliderInt3("slider int3", vec4i, 0, 255);
+                    bool item_is_selected = selection.Contains(item_id);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Selectable(label, item_is_selected);
+                    if (item_curr_idx_to_focus == n)
+                        ImGui::SetKeyboardFocusHere(-1);
+                }
 
-        ImGui::SeparatorText("4-wide");
-        ImGui::InputFloat4("input float4", vec4f);
-        ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
-        ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
-        ImGui::InputInt4("input int4", vec4i);
-        ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
-        ImGui::SliderInt4("slider int4", vec4i, 0, 255);
+                // Apply multi-select requests
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+                if (want_delete)
+                    selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
 
-        ImGui::TreePop();
-    }
+        // Implement a Dual List Box (#6648)
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)");
+        if (ImGui::TreeNode("Multi-Select (dual list box)"))
+        {
+            // Init default state
+            static ExampleDualListBox dlb;
+            if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0)
+                for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++)
+                    dlb.Items[0].push_back((ImGuiID)item_id);
 
-    IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");
-    if (ImGui::TreeNode("Vertical Sliders"))
-    {
-        const float spacing = 4;
-        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
+            // Show
+            dlb.Show();
 
-        static int int_value = 0;
-        ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);
-        ImGui::SameLine();
+            ImGui::TreePop();
+        }
 
-        static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
-        ImGui::PushID("set1");
-        for (int i = 0; i < 7; i++)
+        // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)");
+        if (ImGui::TreeNode("Multi-Select (in a table)"))
         {
-            if (i > 0) ImGui::SameLine();
-            ImGui::PushID(i);
-            ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));
-            ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));
-            ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));
-            ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));
-            ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");
-            if (ImGui::IsItemActive() || ImGui::IsItemHovered())
-                ImGui::SetTooltip("%.3f", values[i]);
-            ImGui::PopStyleColor(4);
-            ImGui::PopID();
-        }
-        ImGui::PopID();
+            static ImGuiSelectionBasicStorage selection;
+
+            const int ITEMS_COUNT = 10000;
+            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+            if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter))
+            {
+                ImGui::TableSetupColumn("Object");
+                ImGui::TableSetupColumn("Action");
+                ImGui::TableSetupScrollFreeze(0, 1);
+                ImGui::TableHeadersRow();
+
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+                selection.ApplyRequests(ms_io);
+
+                ImGuiListClipper clipper;
+                clipper.Begin(ITEMS_COUNT);
+                if (ms_io->RangeSrcItem != -1)
+                    clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+                while (clipper.Step())
+                {
+                    for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+                    {
+                        ImGui::TableNextRow();
+                        ImGui::TableNextColumn();
+                        char label[64];
+                        sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                        bool item_is_selected = selection.Contains((ImGuiID)n);
+                        ImGui::SetNextItemSelectionUserData(n);
+                        ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
+                        ImGui::TableNextColumn();
+                        ImGui::SmallButton("hello");
+                    }
+                }
 
-        ImGui::SameLine();
-        ImGui::PushID("set2");
-        static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
-        const int rows = 3;
-        const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
-        for (int nx = 0; nx < 4; nx++)
-        {
-            if (nx > 0) ImGui::SameLine();
-            ImGui::BeginGroup();
-            for (int ny = 0; ny < rows; ny++)
-            {
-                ImGui::PushID(nx * rows + ny);
-                ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
-                if (ImGui::IsItemActive() || ImGui::IsItemHovered())
-                    ImGui::SetTooltip("%.3f", values2[nx]);
-                ImGui::PopID();
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+                ImGui::EndTable();
             }
-            ImGui::EndGroup();
+            ImGui::TreePop();
         }
-        ImGui::PopID();
 
-        ImGui::SameLine();
-        ImGui::PushID("set3");
-        for (int i = 0; i < 4; i++)
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)");
+        if (ImGui::TreeNode("Multi-Select (checkboxes)"))
         {
-            if (i > 0) ImGui::SameLine();
-            ImGui::PushID(i);
-            ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
-            ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
-            ImGui::PopStyleVar();
-            ImGui::PopID();
-        }
-        ImGui::PopID();
-        ImGui::PopStyleVar();
-        ImGui::TreePop();
-    }
+            ImGui::Text("In a list of checkboxes (not selectable):");
+            ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags.");
+            ImGui::BulletText("Shift+Click to check multiple boxes.");
+            ImGui::BulletText("Shift+Keyboard to copy current value to other boxes.");
+
+            // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper.
+            static bool items[20] = {};
+            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape;
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width.
+
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items));
+                ImGuiSelectionExternalStorage storage_wrapper;
+                storage_wrapper.UserData = (void*)items;
+                storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; };
+                storage_wrapper.ApplyRequests(ms_io);
+                for (int n = 0; n < 20; n++)
+                {
+                    char label[32];
+                    sprintf(label, "Item %d", n);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Checkbox(label, &items[n]);
+                }
+                ms_io = ImGui::EndMultiSelect();
+                storage_wrapper.ApplyRequests(ms_io);
+            }
+            ImGui::EndChild();
 
-    IMGUI_DEMO_MARKER("Widgets/Drag and drop");
-    if (ImGui::TreeNode("Drag and Drop"))
-    {
-        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
-        if (ImGui::TreeNode("Drag and drop in standard widgets"))
-        {
-            // ColorEdit widgets automatically act as drag source and drag target.
-            // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
-            // to allow your own widgets to use colors in their drag and drop interaction.
-            // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
-            HelpMarker("You can drag from the color squares.");
-            static float col1[3] = { 1.0f, 0.0f, 0.2f };
-            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
-            ImGui::ColorEdit3("color 1", col1);
-            ImGui::ColorEdit4("color 2", col2);
             ImGui::TreePop();
         }
 
-        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
-        if (ImGui::TreeNode("Drag and drop to copy/swap items"))
+        // Demonstrate individual selection scopes in same window
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)");
+        if (ImGui::TreeNode("Multi-Select (multiple scopes)"))
         {
-            enum Mode
-            {
-                Mode_Copy,
-                Mode_Move,
-                Mode_Swap
-            };
-            static int mode = 0;
-            if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
-            if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
-            if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
-            static const char* names[9] =
-            {
-                "Bobby", "Beatrice", "Betty",
-                "Brianna", "Barry", "Bernard",
-                "Bibi", "Blaine", "Bryn"
-            };
-            for (int n = 0; n < IM_ARRAYSIZE(names); n++)
+            // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            const int SCOPES_COUNT = 3;
+            const int ITEMS_COUNT = 8; // Per scope
+            static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT];
+
+            // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window.
+            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid;
+            if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
+                flags &= ~ImGuiMultiSelectFlags_ScopeRect;
+            if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
+                flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
+
+            for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++)
             {
-                ImGui::PushID(n);
-                if ((n % 3) != 0)
-                    ImGui::SameLine();
-                ImGui::Button(names[n], ImVec2(60, 60));
+                ImGui::PushID(selection_scope_n);
+                ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n];
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT);
+                selection->ApplyRequests(ms_io);
 
-                // Our buttons are both drag sources and drag targets here!
-                if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
-                {
-                    // Set payload to carry the index of our item (could be anything)
-                    ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));
+                ImGui::SeparatorText("Selection scope");
+                ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT);
 
-                    // Display preview (could be anything, e.g. when dragging an image we could decide to display
-                    // the filename and a small preview of the image, etc.)
-                    if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }
-                    if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
-                    if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
-                    ImGui::EndDragDropSource();
-                }
-                if (ImGui::BeginDragDropTarget())
+                for (int n = 0; n < ITEMS_COUNT; n++)
                 {
-                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))
-                    {
-                        IM_ASSERT(payload->DataSize == sizeof(int));
-                        int payload_n = *(const int*)payload->Data;
-                        if (mode == Mode_Copy)
-                        {
-                            names[n] = names[payload_n];
-                        }
-                        if (mode == Mode_Move)
-                        {
-                            names[n] = names[payload_n];
-                            names[payload_n] = "";
-                        }
-                        if (mode == Mode_Swap)
-                        {
-                            const char* tmp = names[n];
-                            names[n] = names[payload_n];
-                            names[payload_n] = tmp;
-                        }
-                    }
-                    ImGui::EndDragDropTarget();
+                    char label[64];
+                    sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                    bool item_is_selected = selection->Contains((ImGuiID)n);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Selectable(label, item_is_selected);
                 }
+
+                // Apply multi-select requests
+                ms_io = ImGui::EndMultiSelect();
+                selection->ApplyRequests(ms_io);
                 ImGui::PopID();
             }
             ImGui::TreePop();
         }
 
-        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
-        if (ImGui::TreeNode("Drag to reorder items (simple)"))
+        // See ShowExampleAppAssetsBrowser()
+        if (ImGui::TreeNode("Multi-Select (tiled assets browser)"))
         {
-            // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice.
-            // This code was always slightly faulty but in a way which was not easily noticeable.
-            // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue.
-            ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true);
+            ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser);
+            ImGui::Text("(also access from 'Examples->Assets Browser' in menu)");
+            ImGui::TreePop();
+        }
 
-            // Simple reordering
+        // Demonstrate supporting multiple-selection in a tree.
+        // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly!
+        //   This showcase how SetNextItemSelectionUserData() never assume indices!
+        // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request.
+        //   We want this interpolation to match what the user sees: in visible order, skipping closed nodes.
+        //   This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper.
+        // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you
+        //   are more likely to build an array mapping sequential indices to visible tree nodes, since your
+        //   filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier.
+        // - Consider this a prototype: we are working toward simplifying some of it.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)");
+        if (ImGui::TreeNode("Multi-Select (trees)"))
+        {
             HelpMarker(
-                "We don't use the drag and drop api at all here! "
-                "Instead we query when the item is held but not hovered, and order items accordingly.");
-            static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
-            for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
+                "This is rather advanced and experimental. If you are getting started with multi-select, "
+                "please don't start by looking at how to use it for a tree!\n\n"
+                "Future versions will try to simplify and formalize some of this.");
+
+            struct ExampleTreeFuncs
             {
-                const char* item = item_names[n];
-                ImGui::Selectable(item);
+                static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection)
+                {
+                    ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
+                    tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Enable pressing left to jump to parent
+                    if (node->Childs.Size == 0)
+                        tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf;
+                    if (selection->Contains((ImGuiID)node->UID))
+                        tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+
+                    // Using SetNextItemStorageID() to specify storage id, so we can easily peek into
+                    // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions.
+                    ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node);
+                    ImGui::SetNextItemStorageID((ImGuiID)node->UID);
+                    if (ImGui::TreeNodeEx(node->Name, tree_node_flags))
+                    {
+                        for (ExampleTreeNode* child : node->Childs)
+                            DrawNode(child, selection);
+                        ImGui::TreePop();
+                    }
+                    else if (ImGui::IsItemToggledOpen())
+                    {
+                        TreeCloseAndUnselectChildNodes(node, selection);
+                    }
+                }
+
+                static bool TreeNodeGetOpen(ExampleTreeNode* node)
+                {
+                    return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID);
+                }
+
+                static void TreeNodeSetOpen(ExampleTreeNode* node, bool open)
+                {
+                    ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open);
+                }
+
+                // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected.
+                // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node
+                // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc.
+                static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0)
+                {
+                    // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!)
+                    int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0;
+                    if (depth == 0 || TreeNodeGetOpen(node))
+                    {
+                        for (ExampleTreeNode* child : node->Childs)
+                            unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1);
+                        TreeNodeSetOpen(node, false);
+                    }
 
-                if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
+                    // Select root node if any of its child was selected, otherwise unselect
+                    selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0));
+                    return unselected_count;
+                }
+
+                // Apply multi-selection requests
+                static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection)
                 {
-                    int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
-                    if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
+                    for (ImGuiSelectionRequest& req : ms_io->Requests)
                     {
-                        item_names[n] = item_names[n_next];
-                        item_names[n_next] = item;
-                        ImGui::ResetMouseDragDelta();
+                        if (req.Type == ImGuiSelectionRequestType_SetAll)
+                        {
+                            if (req.Selected)
+                                TreeSetAllInOpenNodes(tree, selection, req.Selected);
+                            else
+                                selection->Clear();
+                        }
+                        else if (req.Type == ImGuiSelectionRequestType_SetRange)
+                        {
+                            ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem;
+                            ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem;
+                            for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node))
+                                selection->SetItemSelected((ImGuiID)node->UID, req.Selected);
+                        }
                     }
                 }
-            }
 
-            ImGui::PopItemFlag();
-            ImGui::TreePop();
-        }
+                static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected)
+                {
+                    if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme
+                        selection->SetItemSelected((ImGuiID)node->UID, selected);
+                    if (node->Parent == NULL || TreeNodeGetOpen(node))
+                        for (ExampleTreeNode* child : node->Childs)
+                            TreeSetAllInOpenNodes(child, selection, selected);
+                }
 
-        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location");
-        if (ImGui::TreeNode("Tooltip at target location"))
-        {
-            for (int n = 0; n < 2; n++)
-            {
-                // Drop targets
-                ImGui::Button(n ? "drop here##1" : "drop here##0");
-                if (ImGui::BeginDragDropTarget())
+                // Interpolate in *user-visible order* AND only *over opened nodes*.
+                // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler.
+                // Here the tricks are that:
+                // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion.
+                //   this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)'
+                //   which would only be called when crossing from child to a parent, aka not too much.
+                // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack,
+                //   making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location.
+                static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node)
                 {
-                    ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip;
-                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags))
+                    // Reached last node
+                    if (curr_node == last_node)
+                        return NULL;
+
+                    // Recurse into childs. Query storage to tell if the node is open.
+                    if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node))
+                        return curr_node->Childs[0];
+
+                    // Next sibling, then into our own parent
+                    while (curr_node->Parent != NULL)
                     {
-                        IM_UNUSED(payload);
-                        ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
-                        ImGui::SetTooltip("Cannot drop here!");
+                        if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size)
+                            return curr_node->Parent->Childs[curr_node->IndexInParent + 1];
+                        curr_node = curr_node->Parent;
                     }
-                    ImGui::EndDragDropTarget();
+                    return NULL;
                 }
 
-                // Drop source
-                static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f };
-                if (n == 0)
-                    ImGui::ColorButton("drag me", col4);
+            }; // ExampleTreeFuncs
+
+            static ImGuiSelectionBasicStorage selection;
+            if (demo_data->DemoTree == NULL)
+                demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once
+            ImGui::Text("Selection size: %d", selection.Size);
 
+            if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ExampleTreeNode* tree = demo_data->DemoTree;
+                ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1);
+                ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
+                for (ExampleTreeNode* node : tree->Childs)
+                    ExampleTreeFuncs::DrawNode(node, &selection);
+                ms_io = ImGui::EndMultiSelect();
+                ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
             }
+            ImGui::EndChild();
+
             ImGui::TreePop();
         }
 
-        ImGui::TreePop();
-    }
-
-    IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");
-    if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
-    {
-        // Select an item type
-        const char* item_names[] =
+        // Advanced demonstration of BeginMultiSelect()
+        // - Showcase clipping.
+        // - Showcase deletion.
+        // - Showcase basic drag and drop.
+        // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing).
+        // - Showcase using inside a table.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)");
+        //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+        if (ImGui::TreeNode("Multi-Select (advanced)"))
         {
-            "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",
-            "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
-        };
-        static int item_type = 4;
-        static bool item_disabled = false;
-        ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
-        ImGui::SameLine();
-        HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
-        ImGui::Checkbox("Item Disabled",  &item_disabled);
+            // Options
+            enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode };
+            static bool use_clipper = true;
+            static bool use_deletion = true;
+            static bool use_drag_drop = true;
+            static bool show_in_table = false;
+            static bool show_color_button = true;
+            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+            static WidgetType widget_type = WidgetType_Selectable;
 
-        // Submit selected items so we can query their status in the code following it.
-        bool ret = false;
-        static bool b = false;
-        static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
-        static char str[16] = {};
-        if (item_disabled)
-            ImGui::BeginDisabled(true);
-        if (item_type == 0) { ImGui::Text("ITEM: Text"); }                                              // Testing text items with no identifier/interaction
-        if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); }                                    // Testing button
-        if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater)
-        if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); }                            // Testing checkbox
-        if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); }   // Testing basic item
-        if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)
-        if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)
-        if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); }               // Testing +/- buttons on scalar input
-        if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); }                   // Testing multi-component items (IsItemXXX flags are reported merged)
-        if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)
-        if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); }                            // Testing selectable item
-        if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); }                                // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
-        if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); }     // Testing tree node
-        if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
-        if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
-        if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
+            if (ImGui::TreeNode("Options"))
+            {
+                if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; }
+                ImGui::SameLine();
+                if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; }
+                ImGui::SameLine();
+                HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes.");
+                ImGui::Checkbox("Enable clipper", &use_clipper);
+                ImGui::Checkbox("Enable deletion", &use_deletion);
+                ImGui::Checkbox("Enable drag & drop", &use_drag_drop);
+                ImGui::Checkbox("Show in a table", &show_in_table);
+                ImGui::Checkbox("Show color button", &show_color_button);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", &flags, ImGuiMultiSelectFlags_NoSelectOnRightClick);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
+                    flags &= ~ImGuiMultiSelectFlags_ScopeRect;
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
+                    flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick))
+                    flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease;
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
+                    flags &= ~ImGuiMultiSelectFlags_SelectOnClick;
+                ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.");
+                ImGui::TreePop();
+            }
 
-        bool hovered_delay_none = ImGui::IsItemHovered();
-        bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary);
-        bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
-        bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
-        bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary
+            // Initialize default list with 1000 items.
+            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            static ImVector<int> items;
+            static int items_next_id = 0;
+            if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } }
+            static ExampleSelectionWithDeletion selection;
+            static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu
 
-        // Display the values of IsItemHovered() and other common item state functions.
-        // Note that the ImGuiHoveredFlags_XXX flags can be combined.
-        // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
-        // we query every state in a single call to avoid storing them and to simplify the code.
-        ImGui::BulletText(
-            "Return value = %d\n"
-            "IsItemFocused() = %d\n"
-            "IsItemHovered() = %d\n"
-            "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
-            "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
-            "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n"
-            "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n"
-            "IsItemHovered(_AllowWhenDisabled) = %d\n"
-            "IsItemHovered(_RectOnly) = %d\n"
-            "IsItemActive() = %d\n"
-            "IsItemEdited() = %d\n"
-            "IsItemActivated() = %d\n"
-            "IsItemDeactivated() = %d\n"
-            "IsItemDeactivatedAfterEdit() = %d\n"
-            "IsItemVisible() = %d\n"
-            "IsItemClicked() = %d\n"
-            "IsItemToggledOpen() = %d\n"
-            "GetItemRectMin() = (%.1f, %.1f)\n"
-            "GetItemRectMax() = (%.1f, %.1f)\n"
-            "GetItemRectSize() = (%.1f, %.1f)",
-            ret,
-            ImGui::IsItemFocused(),
-            ImGui::IsItemHovered(),
-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem),
-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow),
-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),
-            ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
-            ImGui::IsItemActive(),
-            ImGui::IsItemEdited(),
-            ImGui::IsItemActivated(),
-            ImGui::IsItemDeactivated(),
-            ImGui::IsItemDeactivatedAfterEdit(),
-            ImGui::IsItemVisible(),
-            ImGui::IsItemClicked(),
-            ImGui::IsItemToggledOpen(),
-            ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
-            ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
-            ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
-        );
-        ImGui::BulletText(
-            "with Hovering Delay or Stationary test:\n"
-            "IsItemHovered() = = %d\n"
-            "IsItemHovered(_Stationary) = %d\n"
-            "IsItemHovered(_DelayShort) = %d\n"
-            "IsItemHovered(_DelayNormal) = %d\n"
-            "IsItemHovered(_Tooltip) = %d",
-            hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip);
+            ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
+
+            const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing();
+            ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
+                if (widget_type == WidgetType_TreeNode)
+                    ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
 
-        if (item_disabled)
-            ImGui::EndDisabled();
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+                selection.ApplyRequests(ms_io);
 
-        char buf[1] = "";
-        ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
-        ImGui::SameLine();
-        HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
+                const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu;
+                const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
+                request_deletion_from_menu = false;
 
-        ImGui::TreePop();
-    }
+                if (show_in_table)
+                {
+                    if (widget_type == WidgetType_TreeNode)
+                        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f));
+                    ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
+                    ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
+                    ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
+                    //ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
+                }
 
-    IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");
-    if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
-    {
-        static bool embed_all_inside_a_child_window = false;
-        ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
-        if (embed_all_inside_a_child_window)
-            ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders);
+                ImGuiListClipper clipper;
+                if (use_clipper)
+                {
+                    clipper.Begin(items.Size);
+                    if (item_curr_idx_to_focus != -1)
+                        clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped.
+                    if (ms_io->RangeSrcItem != -1)
+                        clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+                }
 
-        // Testing IsWindowFocused() function with its various flags.
-        ImGui::BulletText(
-            "IsWindowFocused() = %d\n"
-            "IsWindowFocused(_ChildWindows) = %d\n"
-            "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
-            "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
-            "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
-            "IsWindowFocused(_RootWindow) = %d\n"
-            "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
-            "IsWindowFocused(_AnyWindow) = %d\n",
-            ImGui::IsWindowFocused(),
-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
-            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
-            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
-            ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
+                while (!use_clipper || clipper.Step())
+                {
+                    const int item_begin = use_clipper ? clipper.DisplayStart : 0;
+                    const int item_end = use_clipper ? clipper.DisplayEnd : items.Size;
+                    for (int n = item_begin; n < item_end; n++)
+                    {
+                        if (show_in_table)
+                            ImGui::TableNextColumn();
 
-        // Testing IsWindowHovered() function with its various flags.
-        ImGui::BulletText(
-            "IsWindowHovered() = %d\n"
-            "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
-            "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
-            "IsWindowHovered(_ChildWindows) = %d\n"
-            "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
-            "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
-            "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
-            "IsWindowHovered(_RootWindow) = %d\n"
-            "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
-            "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
-            "IsWindowHovered(_AnyWindow) = %d\n"
-            "IsWindowHovered(_Stationary) = %d\n",
-            ImGui::IsWindowHovered(),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
-            ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
+                        const int item_id = items[n];
+                        const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)];
+                        char label[64];
+                        sprintf(label, "Object %05d: %s", item_id, item_category);
 
-        ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders);
-        ImGui::Text("This is another child window for testing the _ChildWindows flag.");
-        ImGui::EndChild();
-        if (embed_all_inside_a_child_window)
-            ImGui::EndChild();
+                        // IMPORTANT: for deletion refocus to work we need object ID to be stable,
+                        // aka not depend on their index in the list. Here we use our persistent item_id
+                        // instead of index to build a unique ID that will persist.
+                        // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion).
+                        ImGui::PushID(item_id);
 
-        // Calling IsItemHovered() after begin returns the hovered status of the title bar.
-        // This is useful in particular if you want to create a context menu associated to the title bar of a window.
-        static bool test_window = false;
-        ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
-        if (test_window)
-        {
-            ImGui::Begin("Title bar Hovered/Active tests", &test_window);
-            if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
-            {
-                if (ImGui::MenuItem("Close")) { test_window = false; }
-                ImGui::EndPopup();
-            }
-            ImGui::Text(
-                "IsItemHovered() after begin = %d (== is title bar hovered)\n"
-                "IsItemActive() after begin = %d (== is window being clicked/moved)\n",
-                ImGui::IsItemHovered(), ImGui::IsItemActive());
-            ImGui::End();
-        }
+                        // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part
+                        // of the selection scope doesn't erroneously alter our selection.
+                        if (show_color_button)
+                        {
+                            ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK;
+                            ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz);
+                            ImGui::SameLine();
+                        }
 
-        ImGui::TreePop();
-    }
+                        // Submit item
+                        bool item_is_selected = selection.Contains((ImGuiID)n);
+                        bool item_is_open = false;
+                        ImGui::SetNextItemSelectionUserData(n);
+                        if (widget_type == WidgetType_Selectable)
+                        {
+                            ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None);
+                        }
+                        else if (widget_type == WidgetType_TreeNode)
+                        {
+                            ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
+                            if (item_is_selected)
+                                tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+                            item_is_open = ImGui::TreeNodeEx(label, tree_node_flags);
+                        }
 
-    // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd:
-    // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space)
-    if (disable_all)
-        ImGui::EndDisabled();
+                        // Focus (for after deletion)
+                        if (item_curr_idx_to_focus == n)
+                            ImGui::SetKeyboardFocusHere(-1);
 
-    IMGUI_DEMO_MARKER("Widgets/Disable Block");
-    if (ImGui::TreeNode("Disable block"))
-    {
-        ImGui::Checkbox("Disable entire section above", &disable_all);
-        ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");
-        ImGui::TreePop();
-    }
+                        // Drag and Drop
+                        if (use_drag_drop && ImGui::BeginDragDropSource())
+                        {
+                            // Create payload with full selection OR single unselected item.
+                            // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease)
+                            if (ImGui::GetDragDropPayload() == NULL)
+                            {
+                                ImVector<int> payload_items;
+                                void* it = NULL;
+                                ImGuiID id = 0;
+                                if (!item_is_selected)
+                                    payload_items.push_back(item_id);
+                                else
+                                    while (selection.GetNextSelectedItem(&it, &id))
+                                        payload_items.push_back((int)id);
+                                ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes());
+                            }
 
-    IMGUI_DEMO_MARKER("Widgets/Text Filter");
-    if (ImGui::TreeNode("Text Filter"))
-    {
-        // Helper class to easy setup a text filter.
-        // You may want to implement a more feature-full filtering scheme in your own application.
-        HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");
-        static ImGuiTextFilter filter;
-        ImGui::Text("Filter usage:\n"
-            "  \"\"         display all lines\n"
-            "  \"xxx\"      display lines containing \"xxx\"\n"
-            "  \"xxx,yyy\"  display lines containing \"xxx\" or \"yyy\"\n"
-            "  \"-xxx\"     hide lines containing \"xxx\"");
-        filter.Draw();
-        const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
-        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
-            if (filter.PassFilter(lines[i]))
-                ImGui::BulletText("%s", lines[i]);
-        ImGui::TreePop();
-    }
-}
+                            // Display payload content in tooltip
+                            const ImGuiPayload* payload = ImGui::GetDragDropPayload();
+                            const int* payload_items = (int*)payload->Data;
+                            const int payload_count = (int)payload->DataSize / (int)sizeof(int);
+                            if (payload_count == 1)
+                                ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]);
+                            else
+                                ImGui::Text("Dragging %d objects", payload_count);
 
-static const char* ExampleNames[] =
-{
-    "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper",
-    "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava",
-    "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber"
-};
+                            ImGui::EndDragDropSource();
+                        }
 
-// Extra functions to add deletion support to ImGuiSelectionBasicStorage
-struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage
-{
-    // Find which item should be Focused after deletion.
-    // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
-    // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
-    // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data.
-    // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility.
-    // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr.
-    // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset.
-    int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count)
-    {
-        if (Size == 0)
-            return -1;
+                        if (widget_type == WidgetType_TreeNode && item_is_open)
+                            ImGui::TreePop();
 
-        // If focused item is not selected...
-        const int focused_idx = (int)ms_io->NavIdItem;  // Index of currently focused item
-        if (ms_io->NavIdSelected == false)  // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx))
-        {
-            ms_io->RangeSrcReset = true;    // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item.
-            return focused_idx;             // Request to focus same item after deletion.
-        }
+                        // Right-click: context menu
+                        if (ImGui::BeginPopupContextItem())
+                        {
+                            ImGui::BeginDisabled(!use_deletion || selection.Size == 0);
+                            sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size);
+                            if (ImGui::Selectable(label))
+                                request_deletion_from_menu = true;
+                            ImGui::EndDisabled();
+                            ImGui::Selectable("Close");
+                            ImGui::EndPopup();
+                        }
+
+                        // Demo content within a table
+                        if (show_in_table)
+                        {
+                            ImGui::TableNextColumn();
+                            ImGui::SetNextItemWidth(-FLT_MIN);
+                            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
+                            ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly);
+                            ImGui::PopStyleVar();
+                        }
 
-        // If focused item is selected: land on first unselected item after focused item.
-        for (int idx = focused_idx + 1; idx < items_count; idx++)
-            if (!Contains(GetStorageIdFromIndex(idx)))
-                return idx;
+                        ImGui::PopID();
+                    }
+                    if (!use_clipper)
+                        break;
+                }
 
-        // If focused item is selected: otherwise return last unselected item before focused item.
-        for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--)
-            if (!Contains(GetStorageIdFromIndex(idx)))
-                return idx;
+                if (show_in_table)
+                {
+                    ImGui::EndTable();
+                    if (widget_type == WidgetType_TreeNode)
+                        ImGui::PopStyleVar();
+                }
 
-        return -1;
-    }
+                // Apply multi-select requests
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+                if (want_delete)
+                    selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
 
-    // Rewrite item list (delete items) + update selection.
-    // - Call after EndMultiSelect()
-    // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data.
-    template<typename ITEM_TYPE>
-    void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector<ITEM_TYPE>& items, int item_curr_idx_to_select)
-    {
-        // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection).
-        // If NavId was not part of selection, we will stay on same item.
-        ImVector<ITEM_TYPE> new_items;
-        new_items.reserve(items.Size - Size);
-        int item_next_idx_to_select = -1;
-        for (int idx = 0; idx < items.Size; idx++)
-        {
-            if (!Contains(GetStorageIdFromIndex(idx)))
-                new_items.push_back(items[idx]);
-            if (item_curr_idx_to_select == idx)
-                item_next_idx_to_select = new_items.Size - 1;
+                if (widget_type == WidgetType_TreeNode)
+                    ImGui::PopStyleVar();
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
         }
-        items.swap(new_items);
-
-        // Update selection
-        Clear();
-        if (item_next_idx_to_select != -1 && ms_io->NavIdSelected)
-            SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true);
+        ImGui::TreePop();
     }
-};
+}
 
-// Example: Implement dual list box storage and interface
-struct ExampleDualListBox
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTabs()
+//-----------------------------------------------------------------------------
+
+static void EditTabBarFittingPolicyFlags(ImGuiTabBarFlags* p_flags)
 {
-    ImVector<ImGuiID>           Items[2];               // ID is index into ExampleName[]
-    ImGuiSelectionBasicStorage  Selections[2];          // Store ExampleItemId into selection
-    bool                        OptKeepSorted = true;
+    if ((*p_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+        *p_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+    if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyMixed", p_flags, ImGuiTabBarFlags_FittingPolicyMixed))
+        *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyMixed);
+    if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyShrink", p_flags, ImGuiTabBarFlags_FittingPolicyShrink))
+        *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyShrink);
+    if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", p_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+        *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+}
 
-    void MoveAll(int src, int dst)
-    {
-        IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0));
-        for (ImGuiID item_id : Items[src])
-            Items[dst].push_back(item_id);
-        Items[src].clear();
-        SortItems(dst);
-        Selections[src].Swap(Selections[dst]);
-        Selections[src].Clear();
-    }
-    void MoveSelected(int src, int dst)
+static void DemoWindowWidgetsTabs()
+{
+    IMGUI_DEMO_MARKER("Widgets/Tabs");
+    if (ImGui::TreeNode("Tabs"))
     {
-        for (int src_n = 0; src_n < Items[src].Size; src_n++)
+        IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");
+        if (ImGui::TreeNode("Basic"))
         {
-            ImGuiID item_id = Items[src][src_n];
-            if (!Selections[src].Contains(item_id))
-                continue;
-            Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap)
-            Items[dst].push_back(item_id);
-            src_n--;
+            ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            {
+                if (ImGui::BeginTabItem("Avocado"))
+                {
+                    ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
+                    ImGui::EndTabItem();
+                }
+                if (ImGui::BeginTabItem("Broccoli"))
+                {
+                    ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
+                    ImGui::EndTabItem();
+                }
+                if (ImGui::BeginTabItem("Cucumber"))
+                {
+                    ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
+                    ImGui::EndTabItem();
+                }
+                ImGui::EndTabBar();
+            }
+            ImGui::Separator();
+            ImGui::TreePop();
         }
-        if (OptKeepSorted)
-            SortItems(dst);
-        Selections[src].Swap(Selections[dst]);
-        Selections[src].Clear();
-    }
-    void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side)
-    {
-        // In this example we store item id in selection (instead of item index)
-        Selections[side].UserData = Items[side].Data;
-        Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; };
-        Selections[side].ApplyRequests(ms_io);
-    }
-    static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs)
-    {
-        const int* a = (const int*)lhs;
-        const int* b = (const int*)rhs;
-        return (*a - *b) > 0 ? +1 : -1;
-    }
-    void SortItems(int n)
-    {
-        qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue);
-    }
-    void Show()
-    {
-        //ImGui::Checkbox("Sorted", &OptKeepSorted);
-        if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None))
+
+        IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");
+        if (ImGui::TreeNode("Advanced & Close Button"))
         {
-            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch);    // Left side
-            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);      // Buttons
-            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch);    // Right side
-            ImGui::TableNextRow();
+            // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
+            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline);
+            EditTabBarFittingPolicyFlags(&tab_bar_flags);
 
-            int request_move_selected = -1;
-            int request_move_all = -1;
-            float child_height_0 = 0.0f;
-            for (int side = 0; side < 2; side++)
+            // Tab Bar
+            ImGui::AlignTextToFramePadding();
+            ImGui::Text("Opened:");
+            const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
+            static bool opened[4] = { true, true, true, true }; // Persistent user state
+            for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
             {
-                // FIXME-MULTISELECT: Dual List Box: Add context menus
-                // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues.
-                ImVector<ImGuiID>& items = Items[side];
-                ImGuiSelectionBasicStorage& selection = Selections[side];
+                ImGui::SameLine();
+                ImGui::Checkbox(names[n], &opened[n]);
+            }
 
-                ImGui::TableSetColumnIndex((side == 0) ? 0 : 2);
-                ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size);
+            // Passing a bool* to BeginTabItem() is similar to passing one to Begin():
+            // the underlying bool will be set to false when the tab is closed.
+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            {
+                for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+                    if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
+                    {
+                        ImGui::Text("This is the %s tab!", names[n]);
+                        if (n & 1)
+                            ImGui::Text("I am an odd tab.");
+                        ImGui::EndTabItem();
+                    }
+                ImGui::EndTabBar();
+            }
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
 
-                // Submit scrolling range to avoid glitches on moving/deletion
-                const float items_height = ImGui::GetTextLineHeightWithSpacing();
-                ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+        IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");
+        if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
+        {
+            static ImVector<int> active_tabs;
+            static int next_tab_id = 0;
+            if (next_tab_id == 0) // Initialize with some default tabs
+                for (int i = 0; i < 3; i++)
+                    active_tabs.push_back(next_tab_id++);
 
-                bool child_visible;
-                if (side == 0)
-                {
-                    // Left child is resizable
-                    ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX));
-                    child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY);
-                    child_height_0 = ImGui::GetWindowSize().y;
-                }
-                else
+            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
+            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
+            // but they tend to make more sense together)
+            static bool show_leading_button = true;
+            static bool show_trailing_button = true;
+            ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
+            ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
+
+            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
+            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyShrink;
+            EditTabBarFittingPolicyFlags(&tab_bar_flags);
+
+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            {
+                // Demo a Leading TabItemButton(): click the "?" button to open a menu
+                if (show_leading_button)
+                    if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
+                        ImGui::OpenPopup("MyHelpMenu");
+                if (ImGui::BeginPopup("MyHelpMenu"))
                 {
-                    // Right child use same height as left one
-                    child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle);
+                    ImGui::Selectable("Hello!");
+                    ImGui::EndPopup();
                 }
-                if (child_visible)
-                {
-                    ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
-                    ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
-                    ApplySelectionRequests(ms_io, side);
 
-                    for (int item_n = 0; item_n < items.Size; item_n++)
-                    {
-                        ImGuiID item_id = items[item_n];
-                        bool item_is_selected = selection.Contains(item_id);
-                        ImGui::SetNextItemSelectionUserData(item_n);
-                        ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick);
-                        if (ImGui::IsItemFocused())
-                        {
-                            // FIXME-MULTISELECT: Dual List Box: Transfer focus
-                            if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter))
-                                request_move_selected = side;
-                            if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection?
-                                request_move_selected = side;
-                        }
+                // Demo Trailing Tabs: click the "+" button to add a new tab.
+                // (In your app you may want to use a font icon instead of the "+")
+                // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
+                if (show_trailing_button)
+                    if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
+                        active_tabs.push_back(next_tab_id++); // Add new tab
+
+                // Submit our regular tabs
+                for (int n = 0; n < active_tabs.Size; )
+                {
+                    bool open = true;
+                    char name[16];
+                    snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
+                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
+                    {
+                        ImGui::Text("This is the %s tab!", name);
+                        ImGui::EndTabItem();
                     }
 
-                    ms_io = ImGui::EndMultiSelect();
-                    ApplySelectionRequests(ms_io, side);
+                    if (!open)
+                        active_tabs.erase(active_tabs.Data + n);
+                    else
+                        n++;
                 }
-                ImGui::EndChild();
-            }
-
-            // Buttons columns
-            ImGui::TableSetColumnIndex(1);
-            ImGui::NewLine();
-            //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f };
-            ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() };
-
-            // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized)
-            if (ImGui::Button(">>", button_sz))
-                request_move_all = 0;
-            if (ImGui::Button(">", button_sz))
-                request_move_selected = 0;
-            if (ImGui::Button("<", button_sz))
-                request_move_selected = 1;
-            if (ImGui::Button("<<", button_sz))
-                request_move_all = 1;
-
-            // Process requests
-            if (request_move_all != -1)
-                MoveAll(request_move_all, request_move_all ^ 1);
-            if (request_move_selected != -1)
-                MoveSelected(request_move_selected, request_move_selected ^ 1);
 
-            // FIXME-MULTISELECT: Support action from outside
-            /*
-            if (OptKeepSorted == false)
-            {
-                ImGui::NewLine();
-                if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {}
-                if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {}
+                ImGui::EndTabBar();
             }
-            */
-
-            ImGui::EndTable();
+            ImGui::Separator();
+            ImGui::TreePop();
         }
+        ImGui::TreePop();
     }
-};
+}
 
 //-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowMultiSelect()
-//-----------------------------------------------------------------------------
-// Multi-selection demos
-// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select
+// [SECTION] DemoWindowWidgetsText()
 //-----------------------------------------------------------------------------
 
-static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
+static void DemoWindowWidgetsText()
 {
-    IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select");
-    if (ImGui::TreeNode("Selection State & Multi-Select"))
+    IMGUI_DEMO_MARKER("Widgets/Text");
+    if (ImGui::TreeNode("Text"))
     {
-        HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.");
-
-        // Without any fancy API: manage single-selection yourself.
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select");
-        if (ImGui::TreeNode("Single-Select"))
+        IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");
+        if (ImGui::TreeNode("Colorful Text"))
         {
-            static int selected = -1;
-            for (int n = 0; n < 5; n++)
-            {
-                char buf[32];
-                sprintf(buf, "Object %d", n);
-                if (ImGui::Selectable(buf, selected == n))
-                    selected = n;
-            }
+            // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
+            ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
+            ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
+            ImGui::TextDisabled("Disabled");
+            ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
             ImGui::TreePop();
         }
 
-        // Demonstrate implementation a most-basic form of multi-selection manually
-        // This doesn't support the SHIFT modifier which requires BeginMultiSelect()!
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)");
-        if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)"))
+        IMGUI_DEMO_MARKER("Widgets/Text/Font Size");
+        if (ImGui::TreeNode("Font Size"))
         {
-            HelpMarker("Hold CTRL and click to select multiple items.");
-            static bool selection[5] = { false, false, false, false, false };
-            for (int n = 0; n < 5; n++)
-            {
-                char buf[32];
-                sprintf(buf, "Object %d", n);
-                if (ImGui::Selectable(buf, selection[n]))
-                {
-                    if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
-                        memset(selection, 0, sizeof(selection));
-                    selection[n] ^= 1; // Toggle current item
-                }
+            ImGuiStyle& style = ImGui::GetStyle();
+            const float global_scale = style.FontScaleMain * style.FontScaleDpi;
+            ImGui::Text("style.FontScaleMain = %0.2f", style.FontScaleMain);
+            ImGui::Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi);
+            ImGui::Text("global_scale = ~%0.2f", global_scale); // This is not technically accurate as internal scales may apply, but conceptually let's pretend it is.
+            ImGui::Text("FontSize = %0.2f", ImGui::GetFontSize());
+
+            ImGui::SeparatorText("");
+            static float custom_size = 16.0f;
+            ImGui::SliderFloat("custom_size", &custom_size, 10.0f, 100.0f, "%.0f");
+            ImGui::Text("ImGui::PushFont(nullptr, custom_size);");
+            ImGui::PushFont(NULL, custom_size);
+            ImGui::Text("FontSize = %.2f (== %.2f * global_scale)", ImGui::GetFontSize(), custom_size);
+            ImGui::PopFont();
+
+            ImGui::SeparatorText("");
+            static float custom_scale = 1.0f;
+            ImGui::SliderFloat("custom_scale", &custom_scale, 0.5f, 4.0f, "%.2f");
+            ImGui::Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);");
+            ImGui::PushFont(NULL, style.FontSizeBase * custom_scale);
+            ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), custom_scale);
+            ImGui::PopFont();
+
+            ImGui::SeparatorText("");
+            for (float scaling = 0.5f; scaling <= 4.0f; scaling += 0.5f)
+            {
+                ImGui::PushFont(NULL, style.FontSizeBase * scaling);
+                ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), scaling);
+                ImGui::PopFont();
             }
+
             ImGui::TreePop();
         }
 
-        // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API.
-        // SHIFT+Click w/ CTRL and other standard features are supported.
-        // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement.
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select");
-        if (ImGui::TreeNode("Multi-Select"))
+        IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");
+        if (ImGui::TreeNode("Word Wrapping"))
         {
-            ImGui::Text("Supported features:");
-            ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space).");
-            ImGui::BulletText("Ctrl modifier to preserve and toggle selection.");
-            ImGui::BulletText("Shift modifier for range selection.");
-            ImGui::BulletText("CTRL+A to select all.");
-            ImGui::BulletText("Escape to clear selection.");
-            ImGui::BulletText("Click and drag to box-select.");
-            ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.");
+            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
+            ImGui::TextWrapped(
+                "This text should automatically wrap on the edge of the window. The current implementation "
+                "for text wrapping follows simple rules suitable for English and possibly other languages.");
+            ImGui::Spacing();
 
-            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
-            const int ITEMS_COUNT = 50;
-            static ImGuiSelectionBasicStorage selection;
-            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+            static float wrap_width = 200.0f;
+            ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
 
-            // The BeginChild() has no purpose for selection logic, other that offering a scrolling region.
-            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+            for (int n = 0; n < 2; n++)
             {
-                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
-                selection.ApplyRequests(ms_io);
-
-                for (int n = 0; n < ITEMS_COUNT; n++)
-                {
-                    char label[64];
-                    sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
-                    bool item_is_selected = selection.Contains((ImGuiID)n);
-                    ImGui::SetNextItemSelectionUserData(n);
-                    ImGui::Selectable(label, item_is_selected);
-                }
+                ImGui::Text("Test paragraph %d:", n);
+                ImVec2 pos = ImGui::GetCursorScreenPos();
+                ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);
+                ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());
+                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+                if (n == 0)
+                    ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
+                else
+                    ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");
 
-                ms_io = ImGui::EndMultiSelect();
-                selection.ApplyRequests(ms_io);
+                // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
+                draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));
+                draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));
+                ImGui::PopTextWrapPos();
             }
-            ImGui::EndChild();
+
             ImGui::TreePop();
         }
 
-        // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)");
-        if (ImGui::TreeNode("Multi-Select (with clipper)"))
+        IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");
+        if (ImGui::TreeNode("UTF-8 Text"))
         {
-            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
-            static ImGuiSelectionBasicStorage selection;
+            // UTF-8 test with Japanese characters
+            // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
+            // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
+            // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
+            //   can save your source files as 'UTF-8 without signature').
+            // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
+            //   CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
+            //   Don't do this in your application! Please use u8"text in any language" in your application!
+            // Note that characters values are preserved even by InputText() if the font cannot be displayed,
+            // so you can safely copy & paste garbled characters into another application.
+            ImGui::TextWrapped(
+                "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
+                "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
+                "Read docs/FONTS.md for details.");
+            ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
+            ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
+            static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
+            //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
+            ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+}
 
-            ImGui::Text("Added features:");
-            ImGui::BulletText("Using ImGuiListClipper.");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTextFilter()
+//-----------------------------------------------------------------------------
 
-            const int ITEMS_COUNT = 10000;
-            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
-            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
-            {
-                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
-                selection.ApplyRequests(ms_io);
+static void DemoWindowWidgetsTextFilter()
+{
+    IMGUI_DEMO_MARKER("Widgets/Text Filter");
+    if (ImGui::TreeNode("Text Filter"))
+    {
+        // Helper class to easy setup a text filter.
+        // You may want to implement a more feature-full filtering scheme in your own application.
+        HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");
+        static ImGuiTextFilter filter;
+        ImGui::Text("Filter usage:\n"
+            "  \"\"         display all lines\n"
+            "  \"xxx\"      display lines containing \"xxx\"\n"
+            "  \"xxx,yyy\"  display lines containing \"xxx\" or \"yyy\"\n"
+            "  \"-xxx\"     hide lines containing \"xxx\"");
+        filter.Draw();
+        const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
+        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
+            if (filter.PassFilter(lines[i]))
+                ImGui::BulletText("%s", lines[i]);
+        ImGui::TreePop();
+    }
+}
 
-                ImGuiListClipper clipper;
-                clipper.Begin(ITEMS_COUNT);
-                if (ms_io->RangeSrcItem != -1)
-                    clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
-                while (clipper.Step())
-                {
-                    for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
-                    {
-                        char label[64];
-                        sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
-                        bool item_is_selected = selection.Contains((ImGuiID)n);
-                        ImGui::SetNextItemSelectionUserData(n);
-                        ImGui::Selectable(label, item_is_selected);
-                    }
-                }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTextInput()
+//-----------------------------------------------------------------------------
 
-                ms_io = ImGui::EndMultiSelect();
-                selection.ApplyRequests(ms_io);
-            }
-            ImGui::EndChild();
+static void DemoWindowWidgetsTextInput()
+{
+    // To wire InputText() with std::string or any other custom string type,
+    // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
+    IMGUI_DEMO_MARKER("Widgets/Text Input");
+    if (ImGui::TreeNode("Text Input"))
+    {
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
+        if (ImGui::TreeNode("Multi-line Text Input"))
+        {
+            // WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE.
+            // If you want to use InputText() with std::string or any custom dynamic string type:
+            // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp
+            // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize.
+            static char text[1024 * 16] =
+                "/*\n"
+                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
+                " the hexadecimal encoding of one offending instruction,\n"
+                " more formally, the invalid operand with locked CMPXCHG8B\n"
+                " instruction bug, is a design flaw in the majority of\n"
+                " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
+                " processors (all in the P5 microarchitecture).\n"
+                "*/\n\n"
+                "label:\n"
+                "\tlock cmpxchg8b eax\n";
+
+            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
+            HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap);
+            ImGui::SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h");
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
+            ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
+            ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
             ImGui::TreePop();
         }
 
-        // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API.
-        // In order to support Deletion without any glitches you need to:
-        // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling.
-        // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection.
-        // - (3) BeginXXXX process
-        // - (4) Focus process
-        // - (5) EndXXXX process
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)");
-        if (ImGui::TreeNode("Multi-Select (with deletion)"))
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");
+        if (ImGui::TreeNode("Filtered Text Input"))
         {
-            // Storing items data separately from selection data.
-            // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items)
-            // Use a custom selection.Adapter: store item identifier in Selection (instead of index)
-            static ImVector<ImGuiID> items;
-            static ExampleSelectionWithDeletion selection;
-            selection.UserData = (void*)&items;
-            selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector<ImGuiID>* p_items = (ImVector<ImGuiID>*)self->UserData; return (*p_items)[idx]; }; // Index -> ID
-
-            ImGui::Text("Added features:");
-            ImGui::BulletText("Dynamic list with Delete key support.");
-            ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
-
-            // Initialize default list with 50 items + button to add/remove items.
-            static ImGuiID items_next_id = 0;
-            if (items_next_id == 0)
-                for (ImGuiID n = 0; n < 50; n++)
-                    items.push_back(items_next_id++);
-            if (ImGui::SmallButton("Add 20 items"))     { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } }
-            ImGui::SameLine();
-            if (ImGui::SmallButton("Remove 20 items"))  { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } }
-
-            // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion
-            const float items_height = ImGui::GetTextLineHeightWithSpacing();
-            ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
-
-            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            struct TextFilters
             {
-                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
-                selection.ApplyRequests(ms_io);
-
-                const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0);
-                const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
-
-                for (int n = 0; n < items.Size; n++)
+                // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback)
+                static int FilterCasingSwap(ImGuiInputTextCallbackData* data)
                 {
-                    const ImGuiID item_id = items[n];
-                    char label[64];
-                    sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]);
+                    if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase
+                    else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase
+                    return 0;
+                }
 
-                    bool item_is_selected = selection.Contains(item_id);
-                    ImGui::SetNextItemSelectionUserData(n);
-                    ImGui::Selectable(label, item_is_selected);
-                    if (item_curr_idx_to_focus == n)
-                        ImGui::SetKeyboardFocusHere(-1);
+                // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out)
+                static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)
+                {
+                    if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))
+                        return 0;
+                    return 1;
                 }
+            };
 
-                // Apply multi-select requests
-                ms_io = ImGui::EndMultiSelect();
-                selection.ApplyRequests(ms_io);
-                if (want_delete)
-                    selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
-            }
-            ImGui::EndChild();
+            static char buf1[32] = ""; ImGui::InputText("default", buf1, IM_ARRAYSIZE(buf1));
+            static char buf2[32] = ""; ImGui::InputText("decimal", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CharsDecimal);
+            static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+            static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, IM_ARRAYSIZE(buf4), ImGuiInputTextFlags_CharsUppercase);
+            static char buf5[32] = ""; ImGui::InputText("no blank", buf5, IM_ARRAYSIZE(buf5), ImGuiInputTextFlags_CharsNoBlank);
+            static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, IM_ARRAYSIZE(buf6), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters.
+            static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, IM_ARRAYSIZE(buf7), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters.
             ImGui::TreePop();
         }
 
-        // Implement a Dual List Box (#6648)
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)");
-        if (ImGui::TreeNode("Multi-Select (dual list box)"))
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");
+        if (ImGui::TreeNode("Password Input"))
         {
-            // Init default state
-            static ExampleDualListBox dlb;
-            if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0)
-                for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++)
-                    dlb.Items[0].push_back((ImGuiID)item_id);
-
-            // Show
-            dlb.Show();
-
+            static char password[64] = "password123";
+            ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
+            ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
+            ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
+            ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
             ImGui::TreePop();
         }
 
-        // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)");
-        if (ImGui::TreeNode("Multi-Select (in a table)"))
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
+        if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
         {
-            static ImGuiSelectionBasicStorage selection;
-
-            const int ITEMS_COUNT = 10000;
-            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
-            if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter))
+            struct Funcs
             {
-                ImGui::TableSetupColumn("Object");
-                ImGui::TableSetupColumn("Action");
-                ImGui::TableSetupScrollFreeze(0, 1);
-                ImGui::TableHeadersRow();
-
-                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
-                selection.ApplyRequests(ms_io);
-
-                ImGuiListClipper clipper;
-                clipper.Begin(ITEMS_COUNT);
-                if (ms_io->RangeSrcItem != -1)
-                    clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
-                while (clipper.Step())
+                static int MyCallback(ImGuiInputTextCallbackData* data)
                 {
-                    for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+                    if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
                     {
-                        ImGui::TableNextRow();
-                        ImGui::TableNextColumn();
-                        char label[64];
-                        sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
-                        bool item_is_selected = selection.Contains((ImGuiID)n);
-                        ImGui::SetNextItemSelectionUserData(n);
-                        ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
-                        ImGui::TableNextColumn();
-                        ImGui::SmallButton("hello");
+                        data->InsertChars(data->CursorPos, "..");
                     }
-                }
-
-                ms_io = ImGui::EndMultiSelect();
-                selection.ApplyRequests(ms_io);
-                ImGui::EndTable();
-            }
-            ImGui::TreePop();
-        }
+                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
+                    {
+                        if (data->EventKey == ImGuiKey_UpArrow)
+                        {
+                            data->DeleteChars(0, data->BufTextLen);
+                            data->InsertChars(0, "Pressed Up!");
+                            data->SelectAll();
+                        }
+                        else if (data->EventKey == ImGuiKey_DownArrow)
+                        {
+                            data->DeleteChars(0, data->BufTextLen);
+                            data->InsertChars(0, "Pressed Down!");
+                            data->SelectAll();
+                        }
+                    }
+                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
+                    {
+                        // Toggle casing of first character
+                        char c = data->Buf[0];
+                        if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
+                        data->BufDirty = true;
 
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)");
-        if (ImGui::TreeNode("Multi-Select (checkboxes)"))
-        {
-            ImGui::Text("In a list of checkboxes (not selectable):");
-            ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags.");
-            ImGui::BulletText("Shift+Click to check multiple boxes.");
-            ImGui::BulletText("Shift+Keyboard to copy current value to other boxes.");
+                        // Increment a counter
+                        int* p_int = (int*)data->UserData;
+                        *p_int = *p_int + 1;
+                    }
+                    return 0;
+                }
+            };
+            static char buf1[64];
+            ImGui::InputText("Completion", buf1, IM_ARRAYSIZE(buf1), ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
+            ImGui::SameLine(); HelpMarker(
+                "Here we append \"..\" each time Tab is pressed. "
+                "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
 
-            // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper.
-            static bool items[20] = {};
-            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape;
-            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
-            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
-            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width.
+            static char buf2[64];
+            ImGui::InputText("History", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
+            ImGui::SameLine(); HelpMarker(
+                "Here we replace and select text each time Up/Down are pressed. "
+                "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
 
-            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
-            {
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items));
-                ImGuiSelectionExternalStorage storage_wrapper;
-                storage_wrapper.UserData = (void*)items;
-                storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; };
-                storage_wrapper.ApplyRequests(ms_io);
-                for (int n = 0; n < 20; n++)
-                {
-                    char label[32];
-                    sprintf(label, "Item %d", n);
-                    ImGui::SetNextItemSelectionUserData(n);
-                    ImGui::Checkbox(label, &items[n]);
-                }
-                ms_io = ImGui::EndMultiSelect();
-                storage_wrapper.ApplyRequests(ms_io);
-            }
-            ImGui::EndChild();
+            static char buf3[64];
+            static int edit_count = 0;
+            ImGui::InputText("Edit", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
+            ImGui::SameLine(); HelpMarker(
+                "Here we toggle the casing of the first character on every edit + count edits.");
+            ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
 
             ImGui::TreePop();
         }
 
-        // Demonstrate individual selection scopes in same window
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)");
-        if (ImGui::TreeNode("Multi-Select (multiple scopes)"))
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");
+        if (ImGui::TreeNode("Resize Callback"))
         {
-            // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection
-            const int SCOPES_COUNT = 3;
-            const int ITEMS_COUNT = 8; // Per scope
-            static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT];
-
-            // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window.
-            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid;
-            if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
-                flags &= ~ImGuiMultiSelectFlags_ScopeRect;
-            if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
-                flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
-            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
-            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
-
-            for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++)
+            // To wire InputText() with std::string or any other custom string type,
+            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper
+            // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
+            HelpMarker(
+                "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"
+                "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
+            struct Funcs
             {
-                ImGui::PushID(selection_scope_n);
-                ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n];
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT);
-                selection->ApplyRequests(ms_io);
-
-                ImGui::SeparatorText("Selection scope");
-                ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT);
+                static int MyResizeCallback(ImGuiInputTextCallbackData* data)
+                {
+                    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
+                    {
+                        ImVector<char>* my_str = (ImVector<char>*)data->UserData;
+                        IM_ASSERT(my_str->begin() == data->Buf);
+                        my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
+                        data->Buf = my_str->begin();
+                    }
+                    return 0;
+                }
 
-                for (int n = 0; n < ITEMS_COUNT; n++)
+                // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
+                // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
+                static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
                 {
-                    char label[64];
-                    sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
-                    bool item_is_selected = selection->Contains((ImGuiID)n);
-                    ImGui::SetNextItemSelectionUserData(n);
-                    ImGui::Selectable(label, item_is_selected);
+                    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
+                    return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
                 }
+            };
 
-                // Apply multi-select requests
-                ms_io = ImGui::EndMultiSelect();
-                selection->ApplyRequests(ms_io);
-                ImGui::PopID();
-            }
+            // For this demo we are using ImVector as a string container.
+            // Note that because we need to store a terminating zero character, our size/capacity are 1 more
+            // than usually reported by a typical string class.
+            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap);
+
+            static ImVector<char> my_str;
+            if (my_str.empty())
+                my_str.push_back(0);
+            Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
+            ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
             ImGui::TreePop();
         }
 
-        // See ShowExampleAppAssetsBrowser()
-        if (ImGui::TreeNode("Multi-Select (tiled assets browser)"))
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment");
+        if (ImGui::TreeNode("Eliding, Alignment"))
         {
-            ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser);
-            ImGui::Text("(also access from 'Examples->Assets Browser' in menu)");
+            static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp";
+            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft;
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft);
+            ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags);
             ImGui::TreePop();
         }
 
-        // Demonstrate supporting multiple-selection in a tree.
-        // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly!
-        //   This showcase how SetNextItemSelectionUserData() never assume indices!
-        // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request.
-        //   We want this interpolation to match what the user sees: in visible order, skipping closed nodes.
-        //   This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper.
-        // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you
-        //   are more likely to build an array mapping sequential indices to visible tree nodes, since your
-        //   filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier.
-        // - Consider this a prototype: we are working toward simplifying some of it.
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)");
-        if (ImGui::TreeNode("Multi-Select (trees)"))
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
+        if (ImGui::TreeNode("Miscellaneous"))
         {
-            HelpMarker(
-                "This is rather advanced and experimental. If you are getting started with multi-select,"
-                "please don't start by looking at how to use it for a tree!\n\n"
-                "Future versions will try to simplify and formalize some of this.");
+            static char buf1[16];
+            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
+            ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
+            ImGui::TreePop();
+        }
 
-            struct ExampleTreeFuncs
-            {
-                static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection)
-                {
-                    ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
-                    tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent
-                    if (node->Childs.Size == 0)
-                        tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf;
-                    if (selection->Contains((ImGuiID)node->UID))
-                        tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+        ImGui::TreePop();
+    }
 
-                    // Using SetNextItemStorageID() to specify storage id, so we can easily peek into
-                    // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions.
-                    ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node);
-                    ImGui::SetNextItemStorageID((ImGuiID)node->UID);
-                    if (ImGui::TreeNodeEx(node->Name, tree_node_flags))
-                    {
-                        for (ExampleTreeNode* child : node->Childs)
-                            DrawNode(child, selection);
-                        ImGui::TreePop();
-                    }
-                    else if (ImGui::IsItemToggledOpen())
-                    {
-                        TreeCloseAndUnselectChildNodes(node, selection);
-                    }
-                }
+}
 
-                static bool TreeNodeGetOpen(ExampleTreeNode* node)
-                {
-                    return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID);
-                }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTooltips()
+//-----------------------------------------------------------------------------
 
-                static void TreeNodeSetOpen(ExampleTreeNode* node, bool open)
-                {
-                    ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open);
-                }
+static void DemoWindowWidgetsTooltips()
+{
+    IMGUI_DEMO_MARKER("Widgets/Tooltips");
+    if (ImGui::TreeNode("Tooltips"))
+    {
+        // Tooltips are windows following the mouse. They do not take focus away.
+        ImGui::SeparatorText("General");
 
-                // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected.
-                // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node
-                // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc.
-                static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0)
-                {
-                    // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!)
-                    int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0;
-                    if (depth == 0 || TreeNodeGetOpen(node))
-                    {
-                        for (ExampleTreeNode* child : node->Childs)
-                            unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1);
-                        TreeNodeSetOpen(node, false);
-                    }
+        // Typical use cases:
+        // - Short-form (text only):      SetItemTooltip("Hello");
+        // - Short-form (any contents):   if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); }
 
-                    // Select root node if any of its child was selected, otherwise unselect
-                    selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0));
-                    return unselected_count;
-                }
+        // - Full-form (text only):       if (IsItemHovered(...)) { SetTooltip("Hello"); }
+        // - Full-form (any contents):    if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); }
 
-                // Apply multi-selection requests
-                static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection)
-                {
-                    for (ImGuiSelectionRequest& req : ms_io->Requests)
-                    {
-                        if (req.Type == ImGuiSelectionRequestType_SetAll)
-                        {
-                            if (req.Selected)
-                                TreeSetAllInOpenNodes(tree, selection, req.Selected);
-                            else
-                                selection->Clear();
-                        }
-                        else if (req.Type == ImGuiSelectionRequestType_SetRange)
-                        {
-                            ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem;
-                            ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem;
-                            for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node))
-                                selection->SetItemSelected((ImGuiID)node->UID, req.Selected);
-                        }
-                    }
-                }
+        HelpMarker(
+            "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n"
+            "We provide a helper SetItemTooltip() function to perform the two with standards flags.");
 
-                static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected)
-                {
-                    if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme
-                        selection->SetItemSelected((ImGuiID)node->UID, selected);
-                    if (node->Parent == NULL || TreeNodeGetOpen(node))
-                        for (ExampleTreeNode* child : node->Childs)
-                            TreeSetAllInOpenNodes(child, selection, selected);
-                }
+        ImVec2 sz = ImVec2(-FLT_MIN, 0.0f);
 
-                // Interpolate in *user-visible order* AND only *over opened nodes*.
-                // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler.
-                // Here the tricks are that:
-                // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion.
-                //   this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)'
-                //   which would only be called when crossing from child to a parent, aka not too much.
-                // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack,
-                //   making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location.
-                static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node)
-                {
-                    // Reached last node
-                    if (curr_node == last_node)
-                        return NULL;
+        ImGui::Button("Basic", sz);
+        ImGui::SetItemTooltip("I am a tooltip");
 
-                    // Recurse into childs. Query storage to tell if the node is open.
-                    if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node))
-                        return curr_node->Childs[0];
+        ImGui::Button("Fancy", sz);
+        if (ImGui::BeginItemTooltip())
+        {
+            ImGui::Text("I am a fancy tooltip");
+            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+            ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
+            ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));
+            ImGui::EndTooltip();
+        }
 
-                    // Next sibling, then into our own parent
-                    while (curr_node->Parent != NULL)
-                    {
-                        if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size)
-                            return curr_node->Parent->Childs[curr_node->IndexInParent + 1];
-                        curr_node = curr_node->Parent;
-                    }
-                    return NULL;
-                }
+        ImGui::SeparatorText("Always On");
 
-            }; // ExampleTreeFuncs
+        // Showcase NOT relying on a IsItemHovered() to emit a tooltip.
+        // Here the tooltip is always emitted when 'always_on == true'.
+        static int always_on = 0;
+        ImGui::RadioButton("Off", &always_on, 0);
+        ImGui::SameLine();
+        ImGui::RadioButton("Always On (Simple)", &always_on, 1);
+        ImGui::SameLine();
+        ImGui::RadioButton("Always On (Advanced)", &always_on, 2);
+        if (always_on == 1)
+            ImGui::SetTooltip("I am following you around.");
+        else if (always_on == 2 && ImGui::BeginTooltip())
+        {
+            ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f));
+            ImGui::EndTooltip();
+        }
 
-            static ImGuiSelectionBasicStorage selection;
-            if (demo_data->DemoTree == NULL)
-                demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once
-            ImGui::Text("Selection size: %d", selection.Size);
+        ImGui::SeparatorText("Custom");
+
+        HelpMarker(
+            "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize "
+            "tooltip activation details across your application. You may however decide to use custom "
+            "flags for a specific tooltip instance.");
+
+        // The following examples are passed for documentation purpose but may not be useful to most users.
+        // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
+        // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used.
+        // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
+        ImGui::Button("Manual", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+            ImGui::SetTooltip("I am a manually emitted tooltip.");
+
+        ImGui::Button("DelayNone", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone))
+            ImGui::SetTooltip("I am a tooltip with no delay.");
+
+        ImGui::Button("DelayShort", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay))
+            ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort);
+
+        ImGui::Button("DelayLong", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay))
+            ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal);
+
+        ImGui::Button("Stationary", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
+            ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating.");
+
+        // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav',
+        // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag.
+        ImGui::BeginDisabled();
+        ImGui::Button("Disabled item", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+            ImGui::SetTooltip("I am a a tooltip for a disabled item.");
+        ImGui::EndDisabled();
+
+        ImGui::TreePop();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTreeNodes()
+//-----------------------------------------------------------------------------
 
-            if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+static void DemoWindowWidgetsTreeNodes()
+{
+    IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
+    if (ImGui::TreeNode("Tree Nodes"))
+    {
+        // See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree.
+        IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
+        if (ImGui::TreeNode("Basic trees"))
+        {
+            for (int i = 0; i < 5; i++)
             {
-                ExampleTreeNode* tree = demo_data->DemoTree;
-                ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d;
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1);
-                ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
-                for (ExampleTreeNode* node : tree->Childs)
-                    ExampleTreeFuncs::DrawNode(node, &selection);
-                ms_io = ImGui::EndMultiSelect();
-                ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
-            }
-            ImGui::EndChild();
+                // Use SetNextItemOpen() so set the default state of a node to be open. We could
+                // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
+                if (i == 0)
+                    ImGui::SetNextItemOpen(true, ImGuiCond_Once);
 
+                // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict.
+                // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)',
+                // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine.
+                ImGui::PushID(i);
+                if (ImGui::TreeNode("", "Child %d", i))
+                {
+                    ImGui::Text("blah blah");
+                    ImGui::SameLine();
+                    if (ImGui::SmallButton("button")) {}
+                    ImGui::TreePop();
+                }
+                ImGui::PopID();
+            }
             ImGui::TreePop();
         }
 
-        // Advanced demonstration of BeginMultiSelect()
-        // - Showcase clipping.
-        // - Showcase deletion.
-        // - Showcase basic drag and drop.
-        // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing).
-        // - Showcase using inside a table.
-        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)");
-        //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
-        if (ImGui::TreeNode("Multi-Select (advanced)"))
+        IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy lines");
+        if (ImGui::TreeNode("Hierarchy lines"))
         {
-            // Options
-            enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode };
-            static bool use_clipper = true;
-            static bool use_deletion = true;
-            static bool use_drag_drop = true;
-            static bool show_in_table = false;
-            static bool show_color_button = true;
-            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
-            static WidgetType widget_type = WidgetType_Selectable;
+            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen;
+            HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes);
 
-            if (ImGui::TreeNode("Options"))
+            if (ImGui::TreeNodeEx("Parent", base_flags))
             {
-                if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; }
-                ImGui::SameLine();
-                if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; }
-                ImGui::SameLine();
-                HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes.");
-                ImGui::Checkbox("Enable clipper", &use_clipper);
-                ImGui::Checkbox("Enable deletion", &use_deletion);
-                ImGui::Checkbox("Enable drag & drop", &use_drag_drop);
-                ImGui::Checkbox("Show in a table", &show_in_table);
-                ImGui::Checkbox("Show color button", &show_color_button);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape);
-                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
-                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
-                    flags &= ~ImGuiMultiSelectFlags_ScopeRect;
-                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
-                    flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
-                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick))
-                    flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease;
-                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
-                    flags &= ~ImGuiMultiSelectFlags_SelectOnClick;
-                ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.");
+                if (ImGui::TreeNodeEx("Child 1", base_flags))
+                {
+                    ImGui::Button("Button for Child 1");
+                    ImGui::TreePop();
+                }
+                if (ImGui::TreeNodeEx("Child 2", base_flags))
+                {
+                    ImGui::Button("Button for Child 2");
+                    ImGui::TreePop();
+                }
+                ImGui::Text("Remaining contents");
+                ImGui::Text("Remaining contents");
                 ImGui::TreePop();
             }
 
-            // Initialize default list with 1000 items.
-            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
-            static ImVector<int> items;
-            static int items_next_id = 0;
-            if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } }
-            static ExampleSelectionWithDeletion selection;
-            static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu
-
-            ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
-
-            const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing();
-            ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
-            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
-            {
-                ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
-                if (widget_type == WidgetType_TreeNode)
-                    ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
-
-                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
-                selection.ApplyRequests(ms_io);
+            ImGui::TreePop();
+        }
 
-                const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu;
-                const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
-                request_deletion_from_menu = false;
+        IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
+        if (ImGui::TreeNode("Advanced, with Selectable nodes"))
+        {
+            HelpMarker(
+                "This is a more typical looking tree with selectable nodes.\n"
+                "Click to select, Ctrl+Click to toggle, click on arrows or double-click to open.");
+            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
+            static bool align_label_with_current_x_position = false;
+            static bool test_drag_and_drop = false;
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent);
+
+            HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes);
 
-                if (show_in_table)
-                {
-                    if (widget_type == WidgetType_TreeNode)
-                        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f));
-                    ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
-                    ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
-                    ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
-                    //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f);
-                }
+            ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
+            ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
+            ImGui::Text("Hello!");
+            if (align_label_with_current_x_position)
+                ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
 
-                ImGuiListClipper clipper;
-                if (use_clipper)
+            // 'selection_mask' is dumb representation of what may be user-side selection state.
+            //  You may retain selection state inside or outside your objects in whatever format you see fit.
+            // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
+            /// of the loop. May be a pointer to your own node type, etc.
+            static int selection_mask = (1 << 2);
+            int node_clicked = -1;
+            for (int i = 0; i < 6; i++)
+            {
+                // Disable the default "open on single-click behavior" + set Selected flag according to our selection.
+                // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
+                ImGuiTreeNodeFlags node_flags = base_flags;
+                const bool is_selected = (selection_mask & (1 << i)) != 0;
+                if (is_selected)
+                    node_flags |= ImGuiTreeNodeFlags_Selected;
+                if (i < 3)
                 {
-                    clipper.Begin(items.Size);
-                    if (item_curr_idx_to_focus != -1)
-                        clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped.
-                    if (ms_io->RangeSrcItem != -1)
-                        clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+                    // Items 0..2 are Tree Node
+                    bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
+                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
+                        node_clicked = i;
+                    if (test_drag_and_drop && ImGui::BeginDragDropSource())
+                    {
+                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
+                        ImGui::Text("This is a drag and drop source");
+                        ImGui::EndDragDropSource();
+                    }
+                    if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth))
+                    {
+                        // Item 2 has an additional inline button to help demonstrate SpanLabelWidth.
+                        ImGui::SameLine();
+                        if (ImGui::SmallButton("button")) {}
+                    }
+                    if (node_open)
+                    {
+                        ImGui::BulletText("Blah blah\nBlah Blah");
+                        ImGui::SameLine();
+                        ImGui::SmallButton("Button");
+                        ImGui::TreePop();
+                    }
                 }
-
-                while (!use_clipper || clipper.Step())
+                else
                 {
-                    const int item_begin = use_clipper ? clipper.DisplayStart : 0;
-                    const int item_end = use_clipper ? clipper.DisplayEnd : items.Size;
-                    for (int n = item_begin; n < item_end; n++)
+                    // Items 3..5 are Tree Leaves
+                    // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
+                    // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
+                    node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
+                    ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
+                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
+                        node_clicked = i;
+                    if (test_drag_and_drop && ImGui::BeginDragDropSource())
                     {
-                        if (show_in_table)
-                            ImGui::TableNextColumn();
-
-                        const int item_id = items[n];
-                        const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)];
-                        char label[64];
-                        sprintf(label, "Object %05d: %s", item_id, item_category);
-
-                        // IMPORTANT: for deletion refocus to work we need object ID to be stable,
-                        // aka not depend on their index in the list. Here we use our persistent item_id
-                        // instead of index to build a unique ID that will persist.
-                        // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion).
-                        ImGui::PushID(item_id);
-
-                        // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part
-                        // of the selection scope doesn't erroneously alter our selection.
-                        if (show_color_button)
-                        {
-                            ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK;
-                            ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz);
-                            ImGui::SameLine();
-                        }
-
-                        // Submit item
-                        bool item_is_selected = selection.Contains((ImGuiID)n);
-                        bool item_is_open = false;
-                        ImGui::SetNextItemSelectionUserData(n);
-                        if (widget_type == WidgetType_Selectable)
-                        {
-                            ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None);
-                        }
-                        else if (widget_type == WidgetType_TreeNode)
-                        {
-                            ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
-                            if (item_is_selected)
-                                tree_node_flags |= ImGuiTreeNodeFlags_Selected;
-                            item_is_open = ImGui::TreeNodeEx(label, tree_node_flags);
-                        }
+                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
+                        ImGui::Text("This is a drag and drop source");
+                        ImGui::EndDragDropSource();
+                    }
+                }
+            }
+            if (node_clicked != -1)
+            {
+                // Update selection state
+                // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
+                if (ImGui::GetIO().KeyCtrl)
+                    selection_mask ^= (1 << node_clicked);          // Ctrl+Click to toggle
+                else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
+                    selection_mask = (1 << node_clicked);           // Click to single-select
+            }
+            if (align_label_with_current_x_position)
+                ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+}
 
-                        // Focus (for after deletion)
-                        if (item_curr_idx_to_focus == n)
-                            ImGui::SetKeyboardFocusHere(-1);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsVerticalSliders()
+//-----------------------------------------------------------------------------
 
-                        // Drag and Drop
-                        if (use_drag_drop && ImGui::BeginDragDropSource())
-                        {
-                            // Create payload with full selection OR single unselected item.
-                            // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease)
-                            if (ImGui::GetDragDropPayload() == NULL)
-                            {
-                                ImVector<int> payload_items;
-                                void* it = NULL;
-                                ImGuiID id = 0;
-                                if (!item_is_selected)
-                                    payload_items.push_back(item_id);
-                                else
-                                    while (selection.GetNextSelectedItem(&it, &id))
-                                        payload_items.push_back((int)id);
-                                ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes());
-                            }
+static void DemoWindowWidgetsVerticalSliders()
+{
+    IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");
+    if (ImGui::TreeNode("Vertical Sliders"))
+    {
+        const float spacing = 4;
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
 
-                            // Display payload content in tooltip
-                            const ImGuiPayload* payload = ImGui::GetDragDropPayload();
-                            const int* payload_items = (int*)payload->Data;
-                            const int payload_count = (int)payload->DataSize / (int)sizeof(int);
-                            if (payload_count == 1)
-                                ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]);
-                            else
-                                ImGui::Text("Dragging %d objects", payload_count);
+        static int int_value = 0;
+        ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);
+        ImGui::SameLine();
 
-                            ImGui::EndDragDropSource();
-                        }
+        static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
+        ImGui::PushID("set1");
+        for (int i = 0; i < 7; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));
+            ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));
+            ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));
+            ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));
+            ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");
+            if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                ImGui::SetTooltip("%.3f", values[i]);
+            ImGui::PopStyleColor(4);
+            ImGui::PopID();
+        }
+        ImGui::PopID();
 
-                        if (widget_type == WidgetType_TreeNode && item_is_open)
-                            ImGui::TreePop();
+        ImGui::SameLine();
+        ImGui::PushID("set2");
+        static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
+        const int rows = 3;
+        const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
+        for (int nx = 0; nx < 4; nx++)
+        {
+            if (nx > 0) ImGui::SameLine();
+            ImGui::BeginGroup();
+            for (int ny = 0; ny < rows; ny++)
+            {
+                ImGui::PushID(nx * rows + ny);
+                ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
+                if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                    ImGui::SetTooltip("%.3f", values2[nx]);
+                ImGui::PopID();
+            }
+            ImGui::EndGroup();
+        }
+        ImGui::PopID();
 
-                        // Right-click: context menu
-                        if (ImGui::BeginPopupContextItem())
-                        {
-                            ImGui::BeginDisabled(!use_deletion || selection.Size == 0);
-                            sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size);
-                            if (ImGui::Selectable(label))
-                                request_deletion_from_menu = true;
-                            ImGui::EndDisabled();
-                            ImGui::Selectable("Close");
-                            ImGui::EndPopup();
-                        }
+        ImGui::SameLine();
+        ImGui::PushID("set3");
+        for (int i = 0; i < 4; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
+            ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
+            ImGui::PopStyleVar();
+            ImGui::PopID();
+        }
+        ImGui::PopID();
+        ImGui::PopStyleVar();
+        ImGui::TreePop();
+    }
+}
 
-                        // Demo content within a table
-                        if (show_in_table)
-                        {
-                            ImGui::TableNextColumn();
-                            ImGui::SetNextItemWidth(-FLT_MIN);
-                            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
-                            ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly);
-                            ImGui::PopStyleVar();
-                        }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgets()
+//-----------------------------------------------------------------------------
 
-                        ImGui::PopID();
-                    }
-                    if (!use_clipper)
-                        break;
-                }
+static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data)
+{
+    IMGUI_DEMO_MARKER("Widgets");
+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+    if (!ImGui::CollapsingHeader("Widgets"))
+        return;
 
-                if (show_in_table)
-                {
-                    ImGui::EndTable();
-                    if (widget_type == WidgetType_TreeNode)
-                        ImGui::PopStyleVar();
-                }
+    const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom
+    if (disable_all)
+        ImGui::BeginDisabled();
 
-                // Apply multi-select requests
-                ms_io = ImGui::EndMultiSelect();
-                selection.ApplyRequests(ms_io);
-                if (want_delete)
-                    selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
+    DemoWindowWidgetsBasic();
+    DemoWindowWidgetsBullets();
+    DemoWindowWidgetsCollapsingHeaders();
+    DemoWindowWidgetsComboBoxes();
+    DemoWindowWidgetsColorAndPickers();
+    DemoWindowWidgetsDataTypes();
 
-                if (widget_type == WidgetType_TreeNode)
-                    ImGui::PopStyleVar();
-            }
-            ImGui::EndChild();
-            ImGui::TreePop();
-        }
-        ImGui::TreePop();
-    }
+    if (disable_all)
+        ImGui::EndDisabled();
+    DemoWindowWidgetsDisableBlocks(demo_data);
+    if (disable_all)
+        ImGui::BeginDisabled();
+
+    DemoWindowWidgetsDragAndDrop();
+    DemoWindowWidgetsDragsAndSliders();
+    DemoWindowWidgetsFonts();
+    DemoWindowWidgetsImages();
+    DemoWindowWidgetsListBoxes();
+    DemoWindowWidgetsMultiComponents();
+    DemoWindowWidgetsPlotting();
+    DemoWindowWidgetsProgressBars();
+    DemoWindowWidgetsQueryingStatuses();
+    DemoWindowWidgetsSelectables();
+    DemoWindowWidgetsSelectionAndMultiSelect(demo_data);
+    DemoWindowWidgetsTabs();
+    DemoWindowWidgetsText();
+    DemoWindowWidgetsTextFilter();
+    DemoWindowWidgetsTextInput();
+    DemoWindowWidgetsTooltips();
+    DemoWindowWidgetsTreeNodes();
+    DemoWindowWidgetsVerticalSliders();
+
+    if (disable_all)
+        ImGui::EndDisabled();
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowLayout()
+// [SECTION] DemoWindowLayout()
 //-----------------------------------------------------------------------------
 
-static void ShowDemoWindowLayout()
+static void DemoWindowLayout()
 {
     IMGUI_DEMO_MARKER("Layout");
     if (!ImGui::CollapsingHeader("Layout & Scrolling"))
@@ -4104,16 +4498,27 @@ static void ShowDemoWindowLayout()
         }
         ImGui::PopItemWidth();
 
+        ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))");
+        ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f));
+        ImGui::DragFloat("float##5a", &f);
+        if (show_indented_items)
+        {
+            ImGui::Indent();
+            ImGui::DragFloat("float (indented)##5b", &f);
+            ImGui::Unindent();
+        }
+        ImGui::PopItemWidth();
+
         // Demonstrate using PushItemWidth to surround three items.
         // Calling SetNextItemWidth() before each of them would have the same effect.
         ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
         ImGui::SameLine(); HelpMarker("Align to right edge");
         ImGui::PushItemWidth(-FLT_MIN);
-        ImGui::DragFloat("##float5a", &f);
+        ImGui::DragFloat("##float6a", &f);
         if (show_indented_items)
         {
             ImGui::Indent();
-            ImGui::DragFloat("float (indented)##5b", &f);
+            ImGui::DragFloat("float (indented)##6b", &f);
             ImGui::Unindent();
         }
         ImGui::PopItemWidth();
@@ -4341,10 +4746,11 @@ static void ShowDemoWindowLayout()
             ImGui::SmallButton("SmallButton()");
 
             // Tree
+            // (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline)
             const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
             ImGui::Button("Button##1");
             ImGui::SameLine(0.0f, spacing);
-            if (ImGui::TreeNode("Node##1"))
+            if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone))
             {
                 // Placeholder tree data
                 for (int i = 0; i < 6; i++)
@@ -4397,15 +4803,18 @@ static void ShowDemoWindowLayout()
 
         ImGui::Checkbox("Decoration", &enable_extra_decorations);
 
+        ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
+        enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
+        ImGui::SameLine();
         ImGui::Checkbox("Track", &enable_track);
-        ImGui::PushItemWidth(100);
-        ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
 
-        bool scroll_to_off = ImGui::Button("Scroll Offset");
-        ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
+        bool scroll_to_off = ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
+        ImGui::SameLine();
+        scroll_to_off |= ImGui::Button("Scroll Offset");
 
-        bool scroll_to_pos = ImGui::Button("Scroll To Pos");
-        ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
+        bool scroll_to_pos = ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
+        ImGui::SameLine();
+        scroll_to_pos |= ImGui::Button("Scroll To Pos");
         ImGui::PopItemWidth();
 
         if (scroll_to_off || scroll_to_pos)
@@ -4767,10 +5176,10 @@ static void ShowDemoWindowLayout()
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowPopups()
+// [SECTION] DemoWindowPopups()
 //-----------------------------------------------------------------------------
 
-static void ShowDemoWindowPopups()
+static void DemoWindowPopups()
 {
     IMGUI_DEMO_MARKER("Popups");
     if (!ImGui::CollapsingHeader("Popups & Modal windows"))
@@ -4789,7 +5198,7 @@ static void ShowDemoWindowPopups()
     // Typical use for regular windows:
     //   bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();
     // Typical use for popups:
-    //   if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
+    //   if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup")) { [...] EndPopup(); }
 
     // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
     // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
@@ -4914,7 +5323,7 @@ static void ShowDemoWindowPopups()
                 if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id
                 {
                     selected = n;
-                    ImGui::Text("This a popup for \"%s\"!", names[n]);
+                    ImGui::Text("This is a popup for \"%s\"!", names[n]);
                     if (ImGui::Button("Close"))
                         ImGui::CloseCurrentPopup();
                     ImGui::EndPopup();
@@ -5057,7 +5466,7 @@ static void ShowDemoWindowPopups()
         ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
         ImGui::Separator();
 
-        ImGui::MenuItem("Menu item", "CTRL+M");
+        ImGui::MenuItem("Menu item", "Ctrl+M");
         if (ImGui::BeginMenu("Menu inside a regular window"))
         {
             ShowExampleMenuFile();
@@ -5133,7 +5542,7 @@ struct MyItem
                 return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
         }
 
-        // qsort() is instable so always return a way to differenciate items.
+        // qsort() is instable so always return a way to differentiate items.
         // Your own compare function may want to avoid fallback on implicit sort specs.
         // e.g. a Name compare if it wasn't already part of the sort specs.
         return (a->ID - b->ID);
@@ -5231,10 +5640,10 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowTables()
+// [SECTION] DemoWindowTables()
 //-----------------------------------------------------------------------------
 
-static void ShowDemoWindowTables()
+static void DemoWindowTables()
 {
     //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
     IMGUI_DEMO_MARKER("Tables");
@@ -5375,7 +5784,7 @@ static void ShowDemoWindowTables()
         ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);
         ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);
         ImGui::Checkbox("Display headers", &display_headers);
-        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)");
         PopStyleCompact();
 
         if (ImGui::BeginTable("table1", 3, flags))
@@ -6324,15 +6733,17 @@ static void ShowDemoWindowTables()
     IMGUI_DEMO_MARKER("Tables/Tree view");
     if (ImGui::TreeNode("Tree view"))
     {
-        static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
+        static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
 
-        static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns;
-        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth",  &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
-        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth",  &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth);
-        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns);
+        static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_DrawLinesFull;
+        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth",  &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth);
+        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth",  &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth);
+        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns);
+        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns);
+        ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns");
 
         HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.");
-        if (ImGui::BeginTable("3ways", 3, flags))
+        if (ImGui::BeginTable("3ways", 3, table_flags))
         {
             // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
             ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);
@@ -6353,13 +6764,21 @@ static void ShowDemoWindowTables()
                     ImGui::TableNextRow();
                     ImGui::TableNextColumn();
                     const bool is_folder = (node->ChildCount > 0);
+
+                    ImGuiTreeNodeFlags node_flags = tree_node_flags_base;
+                    if (node != &all_nodes[0])
+                        node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node.
+
                     if (is_folder)
                     {
-                        bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags);
-                        ImGui::TableNextColumn();
-                        ImGui::TextDisabled("--");
-                        ImGui::TableNextColumn();
-                        ImGui::TextUnformatted(node->Type);
+                        bool open = ImGui::TreeNodeEx(node->Name, node_flags);
+                        if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0)
+                        {
+                            ImGui::TableNextColumn();
+                            ImGui::TextDisabled("--");
+                            ImGui::TableNextColumn();
+                            ImGui::TextUnformatted(node->Type);
+                        }
                         if (open)
                         {
                             for (int child_n = 0; child_n < node->ChildCount; child_n++)
@@ -6369,7 +6788,7 @@ static void ShowDemoWindowTables()
                     }
                     else
                     {
-                        ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen);
+                        ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen);
                         ImGui::TableNextColumn();
                         ImGui::Text("%d", node->Size);
                         ImGui::TableNextColumn();
@@ -6379,7 +6798,7 @@ static void ShowDemoWindowTables()
             };
             static const MyTreeNode nodes[] =
             {
-                { "Root",                         "Folder",       -1,       1, 3    }, // 0
+                { "Root with Long Name",          "Folder",       -1,       1, 3    }, // 0
                 { "Music",                        "Folder",       -1,       4, 2    }, // 1
                 { "Textures",                     "Folder",       -1,       6, 3    }, // 2
                 { "desktop.ini",                  "System file",  1024,    -1,-1    }, // 3
@@ -6612,7 +7031,7 @@ static void ShowDemoWindowTables()
         // [2.3] Right-click in columns to open another custom popup
         HelpMarker(
             "Demonstrate mixing table context menu (over header), item context button (over button) "
-            "and custom per-colunm context menu (over column body).");
+            "and custom per-column context menu (over column body).");
         ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
         if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))
         {
@@ -6858,7 +7277,7 @@ static void ShowDemoWindowTables()
                 ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
                 ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
                 ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
-                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)");
                 ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
                 ImGui::TreePop();
             }
@@ -7121,7 +7540,7 @@ static void ShowDemoWindowTables()
 
     ImGui::PopID();
 
-    ShowDemoWindowColumns();
+    DemoWindowColumns();
 
     if (disable_indent)
         ImGui::PopStyleVar();
@@ -7129,7 +7548,7 @@ static void ShowDemoWindowTables()
 
 // Demonstrate old/legacy Columns API!
 // [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]
-static void ShowDemoWindowColumns()
+static void DemoWindowColumns()
 {
     IMGUI_DEMO_MARKER("Columns (legacy API)");
     bool open = ImGui::TreeNode("Legacy Columns API");
@@ -7336,10 +7755,10 @@ static void ShowDemoWindowColumns()
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowInputs()
+// [SECTION] DemoWindowInputs()
 //-----------------------------------------------------------------------------
 
-static void ShowDemoWindowInputs()
+static void DemoWindowInputs()
 {
     IMGUI_DEMO_MARKER("Inputs & Focus");
     if (ImGui::CollapsingHeader("Inputs & Focus"))
@@ -7365,6 +7784,8 @@ static void ShowDemoWindowInputs()
             ImGui::Text("Mouse down:");
             for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
             ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
+            ImGui::Text("Mouse clicked count:");
+            for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseClickedCount[i] > 0) { ImGui::SameLine(); ImGui::Text("b%d: %d", i, io.MouseClickedCount[i]); }
 
             // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows
             // displaying the data for old/new backends.
@@ -7476,16 +7897,16 @@ static void ShowDemoWindowInputs()
             ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f));
 
             ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true);
-            ImGui::Text("Press CTRL+A and see who receives it!");
+            ImGui::Text("Press Ctrl+A and see who receives it!");
             ImGui::Separator();
 
-            // 1: Window polling for CTRL+A
+            // 1: Window polling for Ctrl+A
             ImGui::Text("(in WindowA)");
             ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
 
-            // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
-            // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
-            //char str[16] = "Press CTRL+A";
+            // 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active)
+            // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
+            //char str[16] = "Press Ctrl+A";
             //ImGui::Spacing();
             //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
             //ImGuiID item_id = ImGui::GetItemID();
@@ -7498,7 +7919,7 @@ static void ShowDemoWindowInputs()
             ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused());
             ImGui::EndChild();
 
-            // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused.
+            // 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused.
             ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true);
             ImGui::Text("(in ChildE: using same Shortcut)");
             ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
@@ -7511,7 +7932,7 @@ static void ShowDemoWindowInputs()
             {
                 ImGui::Text("(in PopupF)");
                 ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
-                // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
+                // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
                 //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
                 //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "...");
                 ImGui::EndPopup();
@@ -7526,7 +7947,7 @@ static void ShowDemoWindowInputs()
         IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
         if (ImGui::TreeNode("Mouse Cursors"))
         {
-            const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
+            const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" };
             IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
 
             ImGuiMouseCursor current = ImGui::GetMouseCursor();
@@ -7555,7 +7976,7 @@ static void ShowDemoWindowInputs()
         IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing");
         if (ImGui::TreeNode("Tabbing"))
         {
-            ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+            ImGui::Text("Use Tab/Shift+Tab to cycle through keyboard editable fields.");
             static char buf[32] = "hello";
             ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
             ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
@@ -7662,12 +8083,15 @@ void ImGui::ShowAboutWindow(bool* p_open)
     ImGui::SameLine();
     ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki");
     ImGui::SameLine();
+    ImGui::TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions");
+    ImGui::SameLine();
     ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases");
     ImGui::SameLine();
     ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding");
 
     ImGui::Separator();
-    ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
+    ImGui::Text("(c) 2014-2025 Omar Cornut");
+    ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors.");
     ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
     ImGui::Text("If your company uses this, please consider funding the project.");
 
@@ -7684,13 +8108,16 @@ void ImGui::ShowAboutWindow(bool* p_open)
         if (copy_to_clipboard)
         {
             ImGui::LogToClipboard();
-            ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub
+            ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub
         }
 
         ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
         ImGui::Separator();
         ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));
         ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+        ImGui::Text("define: IMGUI_ENABLE_TEST_ENGINE");
+#endif
 #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
         ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
 #endif
@@ -7703,6 +8130,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
 #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
         ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
 #endif
+#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS");
+#endif
 #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
         ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
 #endif
@@ -7755,6 +8185,25 @@ void ImGui::ShowAboutWindow(bool* p_open)
         ImGui::Text("define: __EMSCRIPTEN__");
         ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__);
 #endif
+#ifdef NDEBUG
+        ImGui::Text("define: NDEBUG");
+#endif
+
+        // Heuristic to detect no-op IM_ASSERT() macros
+        // - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code.
+        // - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable.
+        int assert_runs_expression = 0;
+        IM_ASSERT(++assert_runs_expression);
+        int assert_expand_len = (int)strlen(IM_STRINGIFY((IM_ASSERT(true))));
+        bool assert_maybe_disabled = (!assert_runs_expression || assert_expand_len <= 16);
+        ImGui::Text("IM_ASSERT: runs expression: %s. expand size: %s%s",
+            assert_runs_expression ? "OK" : "KO", (assert_expand_len > 16) ? "OK" : "KO", assert_maybe_disabled ? " (MAYBE DISABLED?!)" : "");
+        if (assert_maybe_disabled)
+        {
+            ImGui::SameLine();
+            HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!");
+        }
+
         ImGui::Separator();
         ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
         ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
@@ -7777,8 +8226,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
         if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)        ImGui::Text(" HasMouseCursors");
         if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)         ImGui::Text(" HasSetMousePos");
         if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)   ImGui::Text(" RendererHasVtxOffset");
+        if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures)    ImGui::Text(" RendererHasTextures");
         ImGui::Separator();
-        ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
+        ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height);
+        ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL");
         ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
         ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
         ImGui::Separator();
@@ -7803,64 +8254,56 @@ void ImGui::ShowAboutWindow(bool* p_open)
 //-----------------------------------------------------------------------------
 // [SECTION] Style Editor / ShowStyleEditor()
 //-----------------------------------------------------------------------------
-// - ShowFontSelector()
 // - ShowStyleSelector()
 // - ShowStyleEditor()
 //-----------------------------------------------------------------------------
 
-// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
-namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
-
-// Demo helper function to select among loaded fonts.
-// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
-void ImGui::ShowFontSelector(const char* label)
+// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
+bool ImGui::ShowStyleSelector(const char* label)
 {
-    ImGuiIO& io = ImGui::GetIO();
-    ImFont* font_current = ImGui::GetFont();
-    if (ImGui::BeginCombo(label, font_current->GetDebugName()))
+    // FIXME: This is a bit tricky to get right as style are functions, they don't register a name nor the fact that one is active.
+    // So we keep track of last active one among our limited selection.
+    static int style_idx = -1;
+    const char* style_names[] = { "Dark", "Light", "Classic" };
+    bool ret = false;
+    if (ImGui::BeginCombo(label, (style_idx >= 0 && style_idx < IM_ARRAYSIZE(style_names)) ? style_names[style_idx] : ""))
     {
-        for (ImFont* font : io.Fonts->Fonts)
+        for (int n = 0; n < IM_ARRAYSIZE(style_names); n++)
         {
-            ImGui::PushID((void*)font);
-            if (ImGui::Selectable(font->GetDebugName(), font == font_current))
-                io.FontDefault = font;
-            ImGui::PopID();
+            if (ImGui::Selectable(style_names[n], style_idx == n, ImGuiSelectableFlags_SelectOnNav))
+            {
+                style_idx = n;
+                ret = true;
+                switch (style_idx)
+                {
+                case 0: ImGui::StyleColorsDark(); break;
+                case 1: ImGui::StyleColorsLight(); break;
+                case 2: ImGui::StyleColorsClassic(); break;
+                }
+            }
+            else if (style_idx == n)
+                ImGui::SetItemDefaultFocus();
         }
         ImGui::EndCombo();
     }
-    ImGui::SameLine();
-    HelpMarker(
-        "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
-        "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
-        "- Read FAQ and docs/FONTS.md for more details.\n"
-        "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
+    return ret;
 }
 
-// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
-// Here we use the simplified Combo() api that packs items into a single literal string.
-// Useful for quick combo boxes where the choices are known locally.
-bool ImGui::ShowStyleSelector(const char* label)
+static const char* GetTreeLinesFlagsName(ImGuiTreeNodeFlags flags)
 {
-    static int style_idx = -1;
-    if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
-    {
-        switch (style_idx)
-        {
-        case 0: ImGui::StyleColorsDark(); break;
-        case 1: ImGui::StyleColorsLight(); break;
-        case 2: ImGui::StyleColorsClassic(); break;
-        }
-        return true;
-    }
-    return false;
+    if (flags == ImGuiTreeNodeFlags_DrawLinesNone) return "DrawLinesNone";
+    if (flags == ImGuiTreeNodeFlags_DrawLinesFull) return "DrawLinesFull";
+    if (flags == ImGuiTreeNodeFlags_DrawLinesToNodes) return "DrawLinesToNodes";
+    return "";
 }
 
+// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code.
 void ImGui::ShowStyleEditor(ImGuiStyle* ref)
 {
     IMGUI_DEMO_MARKER("Tools/Style Editor");
     // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to
     // (without a reference style pointer, we will use one compared locally as a reference)
-    ImGuiStyle& style = ImGui::GetStyle();
+    ImGuiStyle& style = GetStyle();
     static ImGuiStyle ref_saved_style;
 
     // Default to using internal storage as reference
@@ -7871,186 +8314,234 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
     if (ref == NULL)
         ref = &ref_saved_style;
 
-    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);
+    PushItemWidth(GetWindowWidth() * 0.50f);
 
-    if (ImGui::ShowStyleSelector("Colors##Selector"))
-        ref_saved_style = style;
-    ImGui::ShowFontSelector("Fonts##Selector");
+    {
+        // General
+        SeparatorText("General");
+        if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+        {
+            BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
+            BulletText("For instructions, see:");
+            SameLine();
+            TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md");
+        }
 
-    // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
-    if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
-        style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
-    { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }
-    ImGui::SameLine();
-    { bool border = (style.FrameBorderSize > 0.0f);  if (ImGui::Checkbox("FrameBorder",  &border)) { style.FrameBorderSize  = border ? 1.0f : 0.0f; } }
-    ImGui::SameLine();
-    { bool border = (style.PopupBorderSize > 0.0f);  if (ImGui::Checkbox("PopupBorder",  &border)) { style.PopupBorderSize  = border ? 1.0f : 0.0f; } }
+        if (ShowStyleSelector("Colors##Selector"))
+            ref_saved_style = style;
+        ShowFontSelector("Fonts##Selector");
+        if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f"))
+            style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work.
+        SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize());
+        DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f);
+        //BeginDisabled(GetIO().ConfigDpiScaleFonts);
+        DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f);
+        //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
+        //EndDisabled();
+
+        // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
+        if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
+            style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
+        { bool border = (style.WindowBorderSize > 0.0f); if (Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }
+        SameLine();
+        { bool border = (style.FrameBorderSize > 0.0f);  if (Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } }
+        SameLine();
+        { bool border = (style.PopupBorderSize > 0.0f);  if (Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } }
+    }
 
     // Save/Revert button
-    if (ImGui::Button("Save Ref"))
+    if (Button("Save Ref"))
         *ref = ref_saved_style = style;
-    ImGui::SameLine();
-    if (ImGui::Button("Revert Ref"))
+    SameLine();
+    if (Button("Revert Ref"))
         style = *ref;
-    ImGui::SameLine();
+    SameLine();
     HelpMarker(
         "Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
         "Use \"Export\" below to save them somewhere.");
 
-    ImGui::Separator();
-
-    if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
-    {
-        if (ImGui::BeginTabItem("Sizes"))
-        {
-            ImGui::SeparatorText("Main");
-            ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
-            ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
-            ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
-            ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
-            ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
-            ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
-            ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
-            ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
-
-            ImGui::SeparatorText("Borders");
-            ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
-            ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
-            ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
-            ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
-            ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
-            ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f");
-            ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f");
-            ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.");
-
-            ImGui::SeparatorText("Rounding");
-            ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
-            ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
-            ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
-            ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
-            ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
-            ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
-            ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
-
-            ImGui::SeparatorText("Tables");
-            ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
-            ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
-            ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
-
-            ImGui::SeparatorText("Widgets");
-            ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+    SeparatorText("Details");
+    if (BeginTabBar("##tabs", ImGuiTabBarFlags_None))
+    {
+        if (BeginTabItem("Sizes"))
+        {
+            SeparatorText("Main");
+            SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+            SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+            SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
+            SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
+            SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
+            SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
+            SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
+
+            SeparatorText("Borders");
+            SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
+            SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
+            SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
+            SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
+
+            SeparatorText("Rounding");
+            SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
+            SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
+            SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
+            SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
+            SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
+
+            SeparatorText("Scrollbar");
+            SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
+            SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
+            SliderFloat("ScrollbarPadding", &style.ScrollbarPadding, 0.0f, 10.0f, "%.0f");
+
+            SeparatorText("Tabs");
+            SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
+            SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f");
+            SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 3.0f, "%.0f");
+            SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.");
+            DragFloat("TabMinWidthBase", &style.TabMinWidthBase, 0.5f, 1.0f, 500.0f, "%.0f");
+            DragFloat("TabMinWidthShrink", &style.TabMinWidthShrink, 0.5f, 1.0f, 500.0f, "%0.f");
+            DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f");
+            DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f");
+            SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
+
+            SeparatorText("Tables");
+            SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
+            SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
+            SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
+
+            SeparatorText("Trees");
+            bool combo_open = BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags));
+            SameLine();
+            HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode.");
+            if (combo_open)
+            {
+                const ImGuiTreeNodeFlags options[] = { ImGuiTreeNodeFlags_DrawLinesNone, ImGuiTreeNodeFlags_DrawLinesFull, ImGuiTreeNodeFlags_DrawLinesToNodes };
+                for (ImGuiTreeNodeFlags option : options)
+                    if (Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option))
+                        style.TreeLinesFlags = option;
+                EndCombo();
+            }
+            SliderFloat("TreeLinesSize", &style.TreeLinesSize, 0.0f, 2.0f, "%.0f");
+            SliderFloat("TreeLinesRounding", &style.TreeLinesRounding, 0.0f, 12.0f, "%.0f");
+
+            SeparatorText("Windows");
+            SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+            SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f");
             int window_menu_button_position = style.WindowMenuButtonPosition + 1;
-            if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
+            if (Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
                 style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1);
-            ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
-            ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
-            ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
-            ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");
-            ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
-            ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f");
-            ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f");
-            ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
-            ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
-
-            ImGui::SeparatorText("Tooltips");
+
+            SeparatorText("Widgets");
+            Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
+            SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
+            SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
+            SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");
+            SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
+            SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f");
+            SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f");
+            SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
+            SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
+            SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, 1.0f, "%.0f");
+
+            SeparatorText("Tooltips");
             for (int n = 0; n < 2; n++)
-                if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
+                if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
                 {
                     ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav;
-                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone);
-                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort);
-                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal);
-                    ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary);
-                    ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay);
-                    ImGui::TreePop();
+                    CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone);
+                    CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort);
+                    CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal);
+                    CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary);
+                    CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay);
+                    TreePop();
                 }
 
-            ImGui::SeparatorText("Misc");
-            ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.");
-            ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
+            SeparatorText("Misc");
+            SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.");
+            SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
 
-            ImGui::EndTabItem();
+            EndTabItem();
         }
 
-        if (ImGui::BeginTabItem("Colors"))
+        if (BeginTabItem("Colors"))
         {
             static int output_dest = 0;
             static bool output_only_modified = true;
-            if (ImGui::Button("Export"))
+            if (Button("Export"))
             {
                 if (output_dest == 0)
-                    ImGui::LogToClipboard();
+                    LogToClipboard();
                 else
-                    ImGui::LogToTTY();
-                ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
+                    LogToTTY();
+                LogText("ImVec4* colors = GetStyle().Colors;" IM_NEWLINE);
                 for (int i = 0; i < ImGuiCol_COUNT; i++)
                 {
                     const ImVec4& col = style.Colors[i];
-                    const char* name = ImGui::GetStyleColorName(i);
+                    const char* name = GetStyleColorName(i);
                     if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
-                        ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
+                        LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
                             name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
                 }
-                ImGui::LogFinish();
+                LogFinish();
             }
-            ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
-            ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
+            SameLine(); SetNextItemWidth(120); Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
+            SameLine(); Checkbox("Only Modified Colors", &output_only_modified);
 
             static ImGuiTextFilter filter;
-            filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
+            filter.Draw("Filter colors", GetFontSize() * 16);
 
             static ImGuiColorEditFlags alpha_flags = 0;
-            if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None))             { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();
-            if (ImGui::RadioButton("Alpha",  alpha_flags == ImGuiColorEditFlags_AlphaPreview))     { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();
-            if (ImGui::RadioButton("Both",   alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
+            if (RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque))       { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } SameLine();
+            if (RadioButton("Alpha",  alpha_flags == ImGuiColorEditFlags_None))              { alpha_flags = ImGuiColorEditFlags_None; } SameLine();
+            if (RadioButton("Both",   alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf))  { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } SameLine();
             HelpMarker(
                 "In the color list:\n"
                 "Left-click on color square to open color picker,\n"
                 "Right-click to open edit options menu.");
 
-            ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
-            ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
-            ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
+            SetNextWindowSizeConstraints(ImVec2(0.0f, GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
+            BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+            PushItemWidth(GetFontSize() * -12);
             for (int i = 0; i < ImGuiCol_COUNT; i++)
             {
-                const char* name = ImGui::GetStyleColorName(i);
+                const char* name = GetStyleColorName(i);
                 if (!filter.PassFilter(name))
                     continue;
-                ImGui::PushID(i);
+                PushID(i);
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
-                if (ImGui::Button("?"))
-                    ImGui::DebugFlashStyleColor((ImGuiCol)i);
-                ImGui::SetItemTooltip("Flash given color to identify places where it is used.");
-                ImGui::SameLine();
+                if (Button("?"))
+                    DebugFlashStyleColor((ImGuiCol)i);
+                SetItemTooltip("Flash given color to identify places where it is used.");
+                SameLine();
 #endif
-                ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
+                ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
                 if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
                 {
                     // Tips: in a real user application, you may want to merge and use an icon font into the main font,
                     // so instead of "Save"/"Revert" you'd use icons!
                     // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!
-                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }
-                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
+                    SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Save")) { ref->Colors[i] = style.Colors[i]; }
+                    SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
                 }
-                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
-                ImGui::TextUnformatted(name);
-                ImGui::PopID();
+                SameLine(0.0f, style.ItemInnerSpacing.x);
+                TextUnformatted(name);
+                PopID();
             }
-            ImGui::PopItemWidth();
-            ImGui::EndChild();
+            PopItemWidth();
+            EndChild();
 
-            ImGui::EndTabItem();
+            EndTabItem();
         }
 
-        if (ImGui::BeginTabItem("Fonts"))
+        if (BeginTabItem("Fonts"))
         {
-            ImGuiIO& io = ImGui::GetIO();
+            ImGuiIO& io = GetIO();
             ImFontAtlas* atlas = io.Fonts;
-            HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
-            ImGui::ShowFontAtlas(atlas);
+            ShowFontAtlas(atlas);
 
             // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
-            // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
+            // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds).
+            /*
+            SeparatorText("Legacy Scaling");
             const float MIN_SCALE = 0.3f;
             const float MAX_SCALE = 2.0f;
             HelpMarker(
@@ -8058,120 +8549,121 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
                 "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "
                 "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
                 "Using those settings here will give you poor quality results.");
-            static float window_scale = 1.0f;
-            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
-            if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
-                ImGui::SetWindowFontScale(window_scale);
-            ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
-            ImGui::PopItemWidth();
+            PushItemWidth(GetFontSize() * 8);
+            DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
+            //static float window_scale = 1.0f;
+            //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
+            //    SetWindowFontScale(window_scale);
+            PopItemWidth();
+            */
 
-            ImGui::EndTabItem();
+            EndTabItem();
         }
 
-        if (ImGui::BeginTabItem("Rendering"))
+        if (BeginTabItem("Rendering"))
         {
-            ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
-            ImGui::SameLine();
+            Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
+            SameLine();
             HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
 
-            ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
-            ImGui::SameLine();
+            Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
+            SameLine();
             HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
 
-            ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
-            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
-            ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
+            Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
+            PushItemWidth(GetFontSize() * 8);
+            DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
             if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
 
             // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
-            ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
-            const bool show_samples = ImGui::IsItemActive();
+            DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
+            const bool show_samples = IsItemActive();
             if (show_samples)
-                ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
-            if (show_samples && ImGui::BeginTooltip())
+                SetNextWindowPos(GetCursorScreenPos());
+            if (show_samples && BeginTooltip())
             {
-                ImGui::TextUnformatted("(R = radius, N = approx number of segments)");
-                ImGui::Spacing();
-                ImDrawList* draw_list = ImGui::GetWindowDrawList();
-                const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x;
+                TextUnformatted("(R = radius, N = approx number of segments)");
+                Spacing();
+                ImDrawList* draw_list = GetWindowDrawList();
+                const float min_widget_width = CalcTextSize("R: MMM\nN: MMM").x;
                 for (int n = 0; n < 8; n++)
                 {
                     const float RAD_MIN = 5.0f;
                     const float RAD_MAX = 70.0f;
                     const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
 
-                    ImGui::BeginGroup();
+                    BeginGroup();
 
                     // N is not always exact here due to how PathArcTo() function work internally
-                    ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
+                    Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
 
                     const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
                     const float offset_x     = floorf(canvas_width * 0.5f);
                     const float offset_y     = floorf(RAD_MAX);
 
-                    const ImVec2 p1 = ImGui::GetCursorScreenPos();
-                    draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
-                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+                    const ImVec2 p1 = GetCursorScreenPos();
+                    draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, GetColorU32(ImGuiCol_Text));
+                    Dummy(ImVec2(canvas_width, RAD_MAX * 2));
 
                     /*
-                    const ImVec2 p2 = ImGui::GetCursorScreenPos();
-                    draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
-                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+                    const ImVec2 p2 = GetCursorScreenPos();
+                    draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text));
+                    Dummy(ImVec2(canvas_width, RAD_MAX * 2));
                     */
 
-                    ImGui::EndGroup();
-                    ImGui::SameLine();
+                    EndGroup();
+                    SameLine();
                 }
-                ImGui::EndTooltip();
+                EndTooltip();
             }
-            ImGui::SameLine();
-            HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");
+            SameLine();
+            HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically.");
 
-            ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
-            ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");
-            ImGui::PopItemWidth();
+            DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
+            DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");
+            PopItemWidth();
 
-            ImGui::EndTabItem();
+            EndTabItem();
         }
 
-        ImGui::EndTabBar();
+        EndTabBar();
     }
-
-    ImGui::PopItemWidth();
+    PopItemWidth();
 }
 
 //-----------------------------------------------------------------------------
 // [SECTION] User Guide / ShowUserGuide()
 //-----------------------------------------------------------------------------
 
+// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code.
 void ImGui::ShowUserGuide()
 {
-    ImGuiIO& io = ImGui::GetIO();
-    ImGui::BulletText("Double-click on title bar to collapse window.");
-    ImGui::BulletText(
-        "Click and drag on lower corner to resize window\n"
-        "(double-click to auto fit window to its contents).");
-    ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
-    ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
-    ImGui::BulletText("CTRL+Tab to select a window.");
+    ImGuiIO& io = GetIO();
+    BulletText("Double-click on title bar to collapse window.");
+    BulletText(
+        "Click and drag on lower corner or border to resize window.\n"
+        "(double-click to auto fit window to its contents)");
+    BulletText("Ctrl+Click on a slider or drag box to input value as text.");
+    BulletText("Tab/Shift+Tab to cycle through keyboard editable fields.");
+    BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows.");
     if (io.FontAllowUserScaling)
-        ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
-    ImGui::BulletText("While inputing text:\n");
-    ImGui::Indent();
-    ImGui::BulletText("CTRL+Left/Right to word jump.");
-    ImGui::BulletText("CTRL+A or double-click to select all.");
-    ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
-    ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
-    ImGui::BulletText("ESCAPE to revert.");
-    ImGui::Unindent();
-    ImGui::BulletText("With keyboard navigation enabled:");
-    ImGui::Indent();
-    ImGui::BulletText("Arrow keys to navigate.");
-    ImGui::BulletText("Space to activate a widget.");
-    ImGui::BulletText("Return to input text into a widget.");
-    ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
-    ImGui::BulletText("Alt to jump to the menu layer of a window.");
-    ImGui::Unindent();
+        BulletText("Ctrl+Mouse Wheel to zoom window contents.");
+    BulletText("While inputting text:\n");
+    Indent();
+    BulletText("Ctrl+Left/Right to word jump.");
+    BulletText("Ctrl+A or double-click to select all.");
+    BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste.");
+    BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.");
+    BulletText("Escape to revert.");
+    Unindent();
+    BulletText("With keyboard navigation enabled:");
+    Indent();
+    BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate.");
+    BulletText("Space to activate a widget.");
+    BulletText("Return to input text into a widget.");
+    BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus.");
+    BulletText("Alt to jump to the menu layer of a window.");
+    Unindent();
 }
 
 //-----------------------------------------------------------------------------
@@ -8196,12 +8688,12 @@ static void ShowExampleAppMainMenuBar()
         }
         if (ImGui::BeginMenu("Edit"))
         {
-            if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
-            if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {}  // Disabled item
+            if (ImGui::MenuItem("Undo", "Ctrl+Z")) {}
+            if (ImGui::MenuItem("Redo", "Ctrl+Y", false, false)) {} // Disabled item
             ImGui::Separator();
-            if (ImGui::MenuItem("Cut", "CTRL+X")) {}
-            if (ImGui::MenuItem("Copy", "CTRL+C")) {}
-            if (ImGui::MenuItem("Paste", "CTRL+V")) {}
+            if (ImGui::MenuItem("Cut", "Ctrl+X")) {}
+            if (ImGui::MenuItem("Copy", "Ctrl+C")) {}
+            if (ImGui::MenuItem("Paste", "Ctrl+V")) {}
             ImGui::EndMenu();
         }
         ImGui::EndMainMenuBar();
@@ -8587,7 +9079,7 @@ struct ExampleAppConsole
                 else
                 {
                     // Multiple matches. Complete as much as we can..
-                    // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
+                    // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
                     int match_len = (int)(word_end - word_start);
                     for (;;)
                     {
@@ -8843,10 +9335,9 @@ static void ShowExampleAppLayout(bool* p_open)
             ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX);
             for (int i = 0; i < 100; i++)
             {
-                // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav
                 char label[128];
                 sprintf(label, "MyObject %d", i);
-                if (ImGui::Selectable(label, selected == i))
+                if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SelectOnNav))
                     selected = i;
             }
             ImGui::EndChild();
@@ -8931,6 +9422,8 @@ struct ExampleAppPropertyEditor
             ImGui::Separator();
             if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY))
             {
+                // Push object ID after we entered the table, so table is shared for all objects
+                ImGui::PushID((int)node->UID);
                 ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);
                 ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger
                 if (node->HasData)
@@ -8969,10 +9462,16 @@ struct ExampleAppPropertyEditor
                             ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max);
                             break;
                         }
+                        case ImGuiDataType_String:
+                        {
+                            ImGui::InputText("##Editor", reinterpret_cast<char*>(field_ptr), 28);
+                            break;
+                        }
                         }
                         ImGui::PopID();
                     }
                 }
+                ImGui::PopID();
                 ImGui::EndTable();
             }
         }
@@ -8985,8 +9484,10 @@ struct ExampleAppPropertyEditor
         ImGui::TableNextColumn();
         ImGui::PushID(node->UID);
         ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None;
-        tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;    // Standard opening mode as we are likely to want to add selection afterwards
-        tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere;                                  // Left arrow support
+        tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;// Standard opening mode as we are likely to want to add selection afterwards
+        tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent;  // Left arrow support
+        tree_flags |= ImGuiTreeNodeFlags_SpanFullWidth;         // Span full width for easier mouse reach
+        tree_flags |= ImGuiTreeNodeFlags_DrawLinesToNodes;      // Always draw hierarchy outlines
         if (node == VisibleNode)
             tree_flags |= ImGuiTreeNodeFlags_Selected;
         if (node->Childs.Size == 0)
@@ -9188,7 +9689,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
         IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");
         if (ImGui::GetIO().KeyShift)
         {
-            // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture.
+            // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture)
             ImVec2 avail_size = ImGui::GetContentRegionAvail();
             ImVec2 pos = ImGui::GetCursorScreenPos();
             ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size);
@@ -9197,7 +9698,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
         }
         else
         {
-            ImGui::Text("(Hold SHIFT to display a dummy viewport)");
+            ImGui::Text("(Hold Shift to display a dummy viewport)");
             if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
             if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
             if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
@@ -9437,7 +9938,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
                 float th = (n == 0) ? 1.0f : thickness;
                 draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th);                 x += sz + spacing;  // N-gon
                 draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th);          x += sz + spacing;  // Circle
-                draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing;	// Ellipse
+                draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing;  // Ellipse
                 draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th);          x += sz + spacing;  // Square
                 draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th);      x += sz + spacing;  // Square with all rounded corners
                 draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th);         x += sz + spacing;  // Square with two rounded corners
@@ -10068,7 +10569,7 @@ struct ExampleAssetsBrowser
         Selection.Clear();
     }
 
-    // Logic would be written in the main code BeginChild() and outputing to local variables.
+    // Logic would be written in the main code BeginChild() and outputting to local variables.
     // We extracted it into a function so we can call it easily from multiple places.
     void UpdateLayoutSizes(float avail_width)
     {
@@ -10134,7 +10635,7 @@ struct ExampleAssetsBrowser
 
                 ImGui::SeparatorText("Layout");
                 ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f");
-                ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom");
+                ImGui::SameLine(); HelpMarker("Use Ctrl+Wheel to zoom");
                 ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32);
                 ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32);
                 ImGui::Checkbox("Stretch Spacing", &StretchSpacing);
@@ -10166,7 +10667,7 @@ struct ExampleAssetsBrowser
         }
 
         ImGuiIO& io = ImGui::GetIO();
-        ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing)));
+        ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing)));
         if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove))
         {
             ImDrawList* draw_list = ImGui::GetWindowDrawList();
@@ -10326,7 +10827,7 @@ struct ExampleAssetsBrowser
             if (want_delete)
                 Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus);
 
-            // Zooming with CTRL+Wheel
+            // Zooming with Ctrl+Wheel
             if (ImGui::IsWindowAppearing())
                 ZoomWheelAccum = 0.0f;
             if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false)
@@ -10378,7 +10879,8 @@ void ImGui::ShowAboutWindow(bool*) {}
 void ImGui::ShowDemoWindow(bool*) {}
 void ImGui::ShowUserGuide() {}
 void ImGui::ShowStyleEditor(ImGuiStyle*) {}
+bool ImGui::ShowStyleSelector(const char*) { return false; }
 
-#endif
+#endif // #ifndef IMGUI_DISABLE_DEMO_WINDOWS
 
 #endif // #ifndef IMGUI_DISABLE
diff --git a/external/imgui/imgui_draw.cpp b/external/imgui/imgui_draw.cpp
index fa82a94..de64622 100644
--- a/external/imgui/imgui_draw.cpp
+++ b/external/imgui/imgui_draw.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5
+// dear imgui, v1.92.5
 // (drawing and font code)
 
 /*
@@ -13,8 +13,9 @@ Index of this file:
 // [SECTION] ImDrawData
 // [SECTION] Helpers ShadeVertsXXX functions
 // [SECTION] ImFontConfig
-// [SECTION] ImFontAtlas
-// [SECTION] ImFontAtlas glyph ranges helpers
+// [SECTION] ImFontAtlas, ImFontAtlasBuilder
+// [SECTION] ImFontAtlas: backend for stb_truetype
+// [SECTION] ImFontAtlas: glyph ranges helpers
 // [SECTION] ImFontGlyphRangesBuilder
 // [SECTION] ImFont
 // [SECTION] ImGui Internal Render Helpers
@@ -39,6 +40,7 @@ Index of this file:
 #endif
 
 #include <stdio.h>      // vsnprintf, sscanf, printf
+#include <stdint.h>     // intptr_t
 
 // Visual Studio warnings
 #ifdef _MSC_VER
@@ -46,7 +48,7 @@ Index of this file:
 #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
 #pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
-#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
+#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
 #endif
 
 // Clang/GCC warnings with -Weverything
@@ -67,13 +69,18 @@ Index of this file:
 #pragma clang diagnostic ignored "-Wreserved-identifier"            // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
 #pragma clang diagnostic ignored "-Wnontrivial-memaccess"           // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wcast-qual"                      // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
+#pragma clang diagnostic ignored "-Wswitch-default"                 // warning: 'switch' missing 'default' label
 #elif defined(__GNUC__)
 #pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
 #pragma GCC diagnostic ignored "-Wunused-function"                  // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
 #pragma GCC diagnostic ignored "-Wdouble-promotion"                 // warning: implicit conversion from 'float' to 'double' when passing argument to function
 #pragma GCC diagnostic ignored "-Wconversion"                       // warning: conversion to 'xxxx' from 'xxxx' may alter its value
 #pragma GCC diagnostic ignored "-Wstack-protector"                  // warning: stack protector not protecting local variables: variable length buffer
+#pragma GCC diagnostic ignored "-Wstrict-overflow"                  // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
 #pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual"                        // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
 #endif
 
 //-------------------------------------------------------------------------
@@ -105,13 +112,12 @@ namespace IMGUI_STB_NAMESPACE
 #pragma clang diagnostic ignored "-Wunused-function"        // warning: 'xxxx' defined but not used
 #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
 
 #if defined(__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
+#pragma GCC diagnostic ignored "-Wimplicit-fallthrough"     // warning: this statement may fall through
 #endif
 
 #ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
@@ -140,6 +146,7 @@ namespace IMGUI_STB_NAMESPACE
 #define STBTT_fabs(x)       ImFabs(x)
 #define STBTT_ifloor(x)     ((int)ImFloor(x))
 #define STBTT_iceil(x)      ((int)ImCeil(x))
+#define STBTT_strlen(x)     ImStrlen(x)
 #define STBTT_STATIC
 #define STB_TRUETYPE_IMPLEMENTATION
 #else
@@ -212,6 +219,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
     colors[ImGuiCol_ResizeGrip]             = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
     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_InputTextCursor]        = colors[ImGuiCol_Text];
     colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
     colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
     colors[ImGuiCol_TabSelected]            = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
@@ -230,7 +238,10 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
     colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
     colors[ImGuiCol_TextLink]               = colors[ImGuiCol_HeaderActive];
     colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+    colors[ImGuiCol_TreeLines]              = colors[ImGuiCol_Border];
     colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+    colors[ImGuiCol_DragDropTargetBg]       = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_UnsavedMarker]          = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
     colors[ImGuiCol_NavCursor]              = 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);
@@ -275,6 +286,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
     colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
     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_InputTextCursor]        = colors[ImGuiCol_Text];
     colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
     colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
     colors[ImGuiCol_TabSelected]            = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
@@ -293,7 +305,10 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
     colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
     colors[ImGuiCol_TextLink]               = colors[ImGuiCol_HeaderActive];
     colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
+    colors[ImGuiCol_TreeLines]              = colors[ImGuiCol_Border];
     colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+    colors[ImGuiCol_DragDropTargetBg]       = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_UnsavedMarker]          = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
     colors[ImGuiCol_NavCursor]              = 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);
@@ -339,6 +354,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
     colors[ImGuiCol_ResizeGrip]             = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
     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_InputTextCursor]        = colors[ImGuiCol_Text];
     colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
     colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.90f);
     colors[ImGuiCol_TabSelected]            = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
@@ -357,7 +373,10 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
     colors[ImGuiCol_TableRowBgAlt]          = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
     colors[ImGuiCol_TextLink]               = colors[ImGuiCol_HeaderActive];
     colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+    colors[ImGuiCol_TreeLines]              = colors[ImGuiCol_Border];
     colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+    colors[ImGuiCol_DragDropTargetBg]       = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_UnsavedMarker]          = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
     colors[ImGuiCol_NavCursor]              = 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);
@@ -371,6 +390,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
 ImDrawListSharedData::ImDrawListSharedData()
 {
     memset(this, 0, sizeof(*this));
+    InitialFringeScale = 1.0f;
     for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
     {
         const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
@@ -379,6 +399,11 @@ ImDrawListSharedData::ImDrawListSharedData()
     ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
 }
 
+ImDrawListSharedData::~ImDrawListSharedData()
+{
+    IM_ASSERT(DrawLists.Size == 0);
+}
+
 void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
 {
     if (CircleSegmentMaxError == max_error)
@@ -394,14 +419,35 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
     ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
 }
 
+ImDrawList::ImDrawList(ImDrawListSharedData* shared_data)
+{
+    memset(this, 0, sizeof(*this));
+    _SetDrawListSharedData(shared_data);
+}
+
+ImDrawList::~ImDrawList()
+{
+    _ClearFreeMemory();
+    _SetDrawListSharedData(NULL);
+}
+
+void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data)
+{
+    if (_Data != NULL)
+        _Data->DrawLists.find_erase_unsorted(this);
+    _Data = data;
+    if (_Data != NULL)
+        _Data->DrawLists.push_back(this);
+}
+
 // Initialize before use in a new frame. We always have a command ready in the buffer.
-// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
+// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this.
 void ImDrawList::_ResetForNewFrame()
 {
     // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
     IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
-    IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4));
-    IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
+    IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4));
+    IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef));
     if (_Splitter._Count > 1)
         _Splitter.Merge(this);
 
@@ -414,12 +460,12 @@ void ImDrawList::_ResetForNewFrame()
     _VtxWritePtr = NULL;
     _IdxWritePtr = NULL;
     _ClipRectStack.resize(0);
-    _TextureIdStack.resize(0);
+    _TextureStack.resize(0);
     _CallbacksDataBuf.resize(0);
     _Path.resize(0);
     _Splitter.Clear();
     CmdBuffer.push_back(ImDrawCmd());
-    _FringeScale = 1.0f;
+    _FringeScale = _Data->InitialFringeScale;
 }
 
 void ImDrawList::_ClearFreeMemory()
@@ -432,15 +478,16 @@ void ImDrawList::_ClearFreeMemory()
     _VtxWritePtr = NULL;
     _IdxWritePtr = NULL;
     _ClipRectStack.clear();
-    _TextureIdStack.clear();
+    _TextureStack.clear();
     _CallbacksDataBuf.clear();
     _Path.clear();
     _Splitter.ClearFreeMemory();
 }
 
+// Note: For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club
 ImDrawList* ImDrawList::CloneOutput() const
 {
-    ImDrawList* dst = IM_NEW(ImDrawList(_Data));
+    ImDrawList* dst = IM_NEW(ImDrawList(NULL));
     dst->CmdBuffer = CmdBuffer;
     dst->IdxBuffer = IdxBuffer;
     dst->VtxBuffer = VtxBuffer;
@@ -452,7 +499,7 @@ void ImDrawList::AddDrawCmd()
 {
     ImDrawCmd draw_cmd;
     draw_cmd.ClipRect = _CmdHeader.ClipRect;    // Same as calling ImDrawCmd_HeaderCopy()
-    draw_cmd.TextureId = _CmdHeader.TextureId;
+    draw_cmd.TexRef = _CmdHeader.TexRef;
     draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
     draw_cmd.IdxOffset = IdxBuffer.Size;
 
@@ -477,6 +524,7 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t use
 {
     IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
     ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    IM_ASSERT(callback != NULL);
     IM_ASSERT(curr_cmd->UserCallback == NULL);
     if (curr_cmd->ElemCount != 0)
     {
@@ -507,10 +555,10 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t use
     AddDrawCmd(); // Force a new command after us (see comment below)
 }
 
-// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
+// Compare ClipRect, TexRef and VtxOffset with a single memcmp()
 #define ImDrawCmd_HeaderSize                            (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
-#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS)       (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize))    // Compare ClipRect, TextureId, VtxOffset
-#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC)          (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize))    // Copy ClipRect, TextureId, VtxOffset
+#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS)       (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize))    // Compare ClipRect, TexRef, VtxOffset
+#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC)          (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize))    // Copy ClipRect, TexRef, VtxOffset
 #define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1)  (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
 
 // Try to merge two last draw commands
@@ -550,17 +598,20 @@ void ImDrawList::_OnChangedClipRect()
     curr_cmd->ClipRect = _CmdHeader.ClipRect;
 }
 
-void ImDrawList::_OnChangedTextureID()
+void ImDrawList::_OnChangedTexture()
 {
     // If current command is used with different settings we need to add a new command
     IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
     ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
-    if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
+    if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef)
     {
         AddDrawCmd();
         return;
     }
-    IM_ASSERT(curr_cmd->UserCallback == NULL);
+
+    // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case.
+    if (curr_cmd->UserCallback != NULL)
+        return;
 
     // Try to merge with previous command if it matches, else use current command
     ImDrawCmd* prev_cmd = curr_cmd - 1;
@@ -569,7 +620,7 @@ void ImDrawList::_OnChangedTextureID()
         CmdBuffer.pop_back();
         return;
     }
-    curr_cmd->TextureId = _CmdHeader.TextureId;
+    curr_cmd->TexRef = _CmdHeader.TexRef;
 }
 
 void ImDrawList::_OnChangedVtxOffset()
@@ -630,27 +681,30 @@ void ImDrawList::PopClipRect()
     _OnChangedClipRect();
 }
 
-void ImDrawList::PushTextureID(ImTextureID texture_id)
+void ImDrawList::PushTexture(ImTextureRef tex_ref)
 {
-    _TextureIdStack.push_back(texture_id);
-    _CmdHeader.TextureId = texture_id;
-    _OnChangedTextureID();
+    _TextureStack.push_back(tex_ref);
+    _CmdHeader.TexRef = tex_ref;
+    if (tex_ref._TexData != NULL)
+        IM_ASSERT(tex_ref._TexData->WantDestroyNextFrame == false);
+    _OnChangedTexture();
 }
 
-void ImDrawList::PopTextureID()
+void ImDrawList::PopTexture()
 {
-    _TextureIdStack.pop_back();
-    _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
-    _OnChangedTextureID();
+    _TextureStack.pop_back();
+    _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1];
+    _OnChangedTexture();
 }
 
-// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID().
-void ImDrawList::_SetTextureID(ImTextureID texture_id)
+// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture().
+void ImDrawList::_SetTexture(ImTextureRef tex_ref)
 {
-    if (_CmdHeader.TextureId == texture_id)
+    if (_CmdHeader.TexRef == tex_ref)
         return;
-    _CmdHeader.TextureId = texture_id;
-    _OnChangedTextureID();
+    _CmdHeader.TexRef = tex_ref;
+    _TextureStack.back() = tex_ref;
+    _OnChangedTexture();
 }
 
 // Reserve space for a number of vertices and indices.
@@ -773,7 +827,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
         const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
 
         // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
-        IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
+        IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->OwnerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
 
         const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
         const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
@@ -836,7 +890,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
                 dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
                 dm_y *= half_draw_size;
 
-                // Add temporary vertexes for the outer edges
+                // Add temporary vertices for the outer edges
                 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;
@@ -863,7 +917,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
                 idx1 = idx2;
             }
 
-            // Add vertexes for each point on the line
+            // Add vertices for each point on the line
             if (use_texture)
             {
                 // If we're using textures we only need to emit the left/right edge vertices
@@ -1655,8 +1709,7 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
     // Accept null ranges
     if (text_begin == text_end || text_begin[0] == 0)
         return;
-    if (text_end == NULL)
-        text_end = text_begin + strlen(text_begin);
+    // No need to strlen() here: font->RenderText() will do it and may early out.
 
     // Pull default font/size from the shared ImDrawListSharedData instance
     if (font == NULL)
@@ -1664,8 +1717,6 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
     if (font_size == 0.0f)
         font_size = _Data->FontSize;
 
-    IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId);  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
-
     ImVec4 clip_rect = _CmdHeader.ClipRect;
     if (cpu_fine_clip_rect)
     {
@@ -1674,47 +1725,47 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
         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);
+    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, (cpu_fine_clip_rect != NULL) ? ImDrawTextFlags_CpuFineClip : ImDrawTextFlags_None);
 }
 
 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);
+    AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end);
 }
 
-void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
+void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+    const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
     if (push_texture_id)
-        PushTextureID(user_texture_id);
+        PushTexture(tex_ref);
 
     PrimReserve(6, 4);
     PrimRectUV(p_min, p_max, uv_min, uv_max, col);
 
     if (push_texture_id)
-        PopTextureID();
+        PopTexture();
 }
 
-void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
+void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+    const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
     if (push_texture_id)
-        PushTextureID(user_texture_id);
+        PushTexture(tex_ref);
 
     PrimReserve(6, 4);
     PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
 
     if (push_texture_id)
-        PopTextureID();
+        PopTexture();
 }
 
-void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
+void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
@@ -1722,13 +1773,13 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
     flags = FixRectCornerFlags(flags);
     if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
     {
-        AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
+        AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col);
         return;
     }
 
-    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+    const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
     if (push_texture_id)
-        PushTextureID(user_texture_id);
+        PushTexture(tex_ref);
 
     int vert_start_idx = VtxBuffer.Size;
     PathRect(p_min, p_max, rounding, flags);
@@ -1737,7 +1788,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
     ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
 
     if (push_texture_id)
-        PopTextureID();
+        PopTexture();
 }
 
 //-----------------------------------------------------------------------------
@@ -2165,7 +2216,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
     // If current command is used with different settings we need to add a new command
     ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
     if (curr_cmd->ElemCount == 0)
-        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset
     else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
         draw_list->AddDrawCmd();
 
@@ -2191,7 +2242,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
     if (curr_cmd == NULL)
         draw_list->AddDrawCmd();
     else if (curr_cmd->ElemCount == 0)
-        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset
     else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
         draw_list->AddDrawCmd();
 }
@@ -2207,6 +2258,7 @@ void ImDrawData::Clear()
     CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
     DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
     OwnerViewport = NULL;
+    Textures = NULL;
 }
 
 // Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
@@ -2268,17 +2320,16 @@ void ImDrawData::DeIndexAllBuffers()
 {
     ImVector<ImDrawVert> new_vtx_buffer;
     TotalVtxCount = TotalIdxCount = 0;
-    for (int i = 0; i < CmdListsCount; i++)
+    for (ImDrawList* draw_list : CmdLists)
     {
-        ImDrawList* cmd_list = CmdLists[i];
-        if (cmd_list->IdxBuffer.empty())
+        if (draw_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;
+        new_vtx_buffer.resize(draw_list->IdxBuffer.Size);
+        for (int j = 0; j < draw_list->IdxBuffer.Size; j++)
+            new_vtx_buffer[j] = draw_list->VtxBuffer[draw_list->IdxBuffer[j]];
+        draw_list->VtxBuffer.swap(new_vtx_buffer);
+        draw_list->IdxBuffer.resize(0);
+        TotalVtxCount += draw_list->VtxBuffer.Size;
     }
 }
 
@@ -2357,20 +2408,171 @@ void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, in
 // [SECTION] ImFontConfig
 //-----------------------------------------------------------------------------
 
+// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection.
 ImFontConfig::ImFontConfig()
 {
     memset(this, 0, sizeof(*this));
     FontDataOwnedByAtlas = true;
-    OversampleH = 2;
-    OversampleV = 1;
+    OversampleH = 0; // Auto == 1 or 2 depending on size
+    OversampleV = 0; // Auto == 1
     GlyphMaxAdvanceX = FLT_MAX;
     RasterizerMultiply = 1.0f;
     RasterizerDensity = 1.0f;
-    EllipsisChar = (ImWchar)-1;
+    EllipsisChar = 0;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImTextureData
+//-----------------------------------------------------------------------------
+// - ImTextureData::Create()
+// - ImTextureData::DestroyPixels()
+//-----------------------------------------------------------------------------
+
+int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format)
+{
+    switch (format)
+    {
+    case ImTextureFormat_Alpha8: return 1;
+    case ImTextureFormat_RGBA32: return 4;
+    }
+    IM_ASSERT(0);
+    return 0;
+}
+
+const char* ImTextureDataGetStatusName(ImTextureStatus status)
+{
+    switch (status)
+    {
+    case ImTextureStatus_OK: return "OK";
+    case ImTextureStatus_Destroyed: return "Destroyed";
+    case ImTextureStatus_WantCreate: return "WantCreate";
+    case ImTextureStatus_WantUpdates: return "WantUpdates";
+    case ImTextureStatus_WantDestroy: return "WantDestroy";
+    }
+    return "N/A";
+}
+
+const char* ImTextureDataGetFormatName(ImTextureFormat format)
+{
+    switch (format)
+    {
+    case ImTextureFormat_Alpha8: return "Alpha8";
+    case ImTextureFormat_RGBA32: return "RGBA32";
+    }
+    return "N/A";
+}
+
+void ImTextureData::Create(ImTextureFormat format, int w, int h)
+{
+    IM_ASSERT(Status == ImTextureStatus_Destroyed);
+    DestroyPixels();
+    Format = format;
+    Status = ImTextureStatus_WantCreate;
+    Width = w;
+    Height = h;
+    BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format);
+    UseColors = false;
+    Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel);
+    IM_ASSERT(Pixels != NULL);
+    memset(Pixels, 0, Width * Height * BytesPerPixel);
+    UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0;
+    UpdateRect.x = UpdateRect.y = (unsigned short)~0;
+    UpdateRect.w = UpdateRect.h = 0;
+}
+
+void ImTextureData::DestroyPixels()
+{
+    if (Pixels)
+        IM_FREE(Pixels);
+    Pixels = NULL;
+    UseColors = false;
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] ImFontAtlas
+// [SECTION] ImFontAtlas, ImFontAtlasBuilder
+//-----------------------------------------------------------------------------
+// - Default texture data encoded in ASCII
+// - ImFontAtlas()
+// - ImFontAtlas::Clear()
+// - ImFontAtlas::CompactCache()
+// - ImFontAtlas::ClearInputData()
+// - ImFontAtlas::ClearTexData()
+// - ImFontAtlas::ClearFonts()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasUpdateNewFrame()
+// - ImFontAtlasTextureBlockConvert()
+// - ImFontAtlasTextureBlockPostProcess()
+// - ImFontAtlasTextureBlockPostProcessMultiply()
+// - ImFontAtlasTextureBlockFill()
+// - ImFontAtlasTextureBlockCopy()
+// - ImFontAtlasTextureBlockQueueUpload()
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::GetTexDataAsAlpha8() [legacy]
+// - ImFontAtlas::GetTexDataAsRGBA32() [legacy]
+// - ImFontAtlas::Build() [legacy]
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::AddFont()
+// - ImFontAtlas::AddFontDefault()
+// - ImFontAtlas::AddFontFromFileTTF()
+// - ImFontAtlas::AddFontFromMemoryTTF()
+// - ImFontAtlas::AddFontFromMemoryCompressedTTF()
+// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF()
+// - ImFontAtlas::RemoveFont()
+// - ImFontAtlasBuildNotifySetFont()
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::AddCustomRect()
+// - ImFontAtlas::RemoveCustomRect()
+// - ImFontAtlas::GetCustomRect()
+// - ImFontAtlas::AddCustomRectFontGlyph() [legacy]
+// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy]
+// - ImFontAtlasGetMouseCursorTexData()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasBuildMain()
+// - ImFontAtlasBuildSetupFontLoader()
+// - ImFontAtlasBuildPreloadAllGlyphRanges()
+// - ImFontAtlasBuildUpdatePointers()
+// - ImFontAtlasBuildRenderBitmapFromString()
+// - ImFontAtlasBuildUpdateBasicTexData()
+// - ImFontAtlasBuildUpdateLinesTexData()
+// - ImFontAtlasBuildAddFont()
+// - ImFontAtlasBuildSetupFontBakedEllipsis()
+// - ImFontAtlasBuildSetupFontBakedBlanks()
+// - ImFontAtlasBuildSetupFontBakedFallback()
+// - ImFontAtlasBuildSetupFontSpecialGlyphs()
+// - ImFontAtlasBuildDiscardBakes()
+// - ImFontAtlasBuildDiscardFontBakedGlyph()
+// - ImFontAtlasBuildDiscardFontBaked()
+// - ImFontAtlasBuildDiscardFontBakes()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasAddDrawListSharedData()
+// - ImFontAtlasRemoveDrawListSharedData()
+// - ImFontAtlasUpdateDrawListsTextures()
+// - ImFontAtlasUpdateDrawListsSharedData()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasBuildSetTexture()
+// - ImFontAtlasBuildAddTexture()
+// - ImFontAtlasBuildMakeSpace()
+// - ImFontAtlasBuildRepackTexture()
+// - ImFontAtlasBuildGrowTexture()
+// - ImFontAtlasBuildRepackOrGrowTexture()
+// - ImFontAtlasBuildGetTextureSizeEstimate()
+// - ImFontAtlasBuildCompactTexture()
+// - ImFontAtlasBuildInit()
+// - ImFontAtlasBuildDestroy()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasPackInit()
+// - ImFontAtlasPackAllocRectEntry()
+// - ImFontAtlasPackReuseRectEntry()
+// - ImFontAtlasPackDiscardRect()
+// - ImFontAtlasPackAddRect()
+// - ImFontAtlasPackGetRect()
+//-----------------------------------------------------------------------------
+// - ImFontBaked_BuildGrowIndex()
+// - ImFontBaked_BuildLoadGlyph()
+// - ImFontBaked_BuildLoadGlyphAdvanceX()
+// - ImFontAtlasDebugLogTextureRequests()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasGetFontLoaderForStbTruetype()
 //-----------------------------------------------------------------------------
 
 // A work of art lies ahead! (. = white layer, X = black layer, others are blank)
@@ -2420,147 +2622,480 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
     { 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
+    { ImVec2(0,3),  ImVec2(12,19), ImVec2(0, 0) },  // ImGuiMouseCursor_Wait       // Arrow + custom code in ImGui::RenderMouseCursor()
+    { ImVec2(0,3),  ImVec2(12,19), ImVec2(0, 0) },  // ImGuiMouseCursor_Progress   // Arrow + custom code in ImGui::RenderMouseCursor()
     { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
 };
 
+#define IM_FONTGLYPH_INDEX_UNUSED           ((ImU16)-1) // 0xFFFF
+#define IM_FONTGLYPH_INDEX_NOT_FOUND        ((ImU16)-2) // 0xFFFE
+
 ImFontAtlas::ImFontAtlas()
 {
     memset(this, 0, sizeof(*this));
+    TexDesiredFormat = ImTextureFormat_RGBA32;
     TexGlyphPadding = 1;
-    PackIdMouseCursors = PackIdLines = -1;
+    TexMinWidth = 512;
+    TexMinHeight = 128;
+    TexMaxWidth = 8192;
+    TexMaxHeight = 8192;
+    TexRef._TexID = ImTextureID_Invalid;
+    RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update.
+    TexNextUniqueID = 1;
+    FontNextUniqueID = 1;
+    Builder = NULL;
 }
 
 ImFontAtlas::~ImFontAtlas()
 {
-    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
-    Clear();
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+    RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't.
+    ClearFonts();
+    ClearTexData();
+    TexList.clear_delete();
+    TexData = NULL;
 }
 
-void    ImFontAtlas::ClearInputData()
+// If you call this mid-frame, you would need to add new font and bind them!
+void ImFontAtlas::Clear()
 {
-    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
-    for (ImFontConfig& font_cfg : ConfigData)
-        if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
-        {
-            IM_FREE(font_cfg.FontData);
-            font_cfg.FontData = NULL;
-        }
+    bool backup_renderer_has_textures = RendererHasTextures;
+    RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't.
+    ClearFonts();
+    ClearTexData();
+    RendererHasTextures = backup_renderer_has_textures;
+}
+
+void ImFontAtlas::CompactCache()
+{
+    ImFontAtlasTextureCompact(this);
+}
+
+void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader)
+{
+    ImFontAtlasBuildSetupFontLoader(this, font_loader);
+}
+
+void ImFontAtlas::ClearInputData()
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+
+    for (ImFont* font : Fonts)
+        ImFontAtlasFontDestroyOutput(this, font);
+    for (ImFontConfig& font_cfg : Sources)
+        ImFontAtlasFontDestroySourceData(this, &font_cfg);
+    for (ImFont* font : Fonts)
+    {
+        // When clearing this we lose access to the font name and other information used to build the font.
+        font->Sources.clear();
+        font->Flags |= ImFontFlags_NoLoadGlyphs;
+    }
+    Sources.clear();
+}
+
+// Clear CPU-side copy of the texture data.
+void ImFontAtlas::ClearTexData()
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+    IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear().");
+    for (ImTextureData* tex : TexList)
+        tex->DestroyPixels();
+    //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it.
+}
 
-    // When clearing this we lose access to the font name and other information used to build the font.
+void ImFontAtlas::ClearFonts()
+{
+    // FIXME-NEWATLAS: Illegal to remove currently bound font.
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
     for (ImFont* font : Fonts)
-        if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
+        ImFontAtlasBuildNotifySetFont(this, font, NULL);
+    ImFontAtlasBuildDestroy(this);
+    ClearInputData();
+    Fonts.clear_delete();
+    TexIsBuilt = false;
+    for (ImDrawListSharedData* shared_data : DrawListSharedDatas)
+        if (shared_data->FontAtlas == this)
         {
-            font->ConfigData = NULL;
-            font->ConfigDataCount = 0;
+            shared_data->Font = NULL;
+            shared_data->FontScale = shared_data->FontSize = 0.0f;
         }
-    ConfigData.clear();
-    CustomRects.clear();
-    PackIdMouseCursors = PackIdLines = -1;
-    // Important: we leave TexReady untouched
 }
 
-void    ImFontAtlas::ClearTexData()
+static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas)
 {
-    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
-    if (TexPixelsAlpha8)
-        IM_FREE(TexPixelsAlpha8);
-    if (TexPixelsRGBA32)
-        IM_FREE(TexPixelsRGBA32);
-    TexPixelsAlpha8 = NULL;
-    TexPixelsRGBA32 = NULL;
-    TexPixelsUseColors = false;
-    // Important: we leave TexReady untouched
+    // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context.
+    // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the
+    //   time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update.
+    // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build().
+    //   Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare.
+    for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+        if (ImGuiContext* imgui_ctx = shared_data->Context)
+        {
+            atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
+            break;
+        }
 }
 
-void    ImFontAtlas::ClearFonts()
+// Called by NewFrame() for atlases owned by a context.
+// If you manually manage font atlases, you'll need to call this yourself.
+// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age.
+// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context.
+void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures)
 {
-    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
-    Fonts.clear_delete();
-    TexReady = false;
+    IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice.
+    atlas->RendererHasTextures = renderer_has_textures;
+
+    // Check that font atlas was built or backend support texture reload in which case we can build now
+    if (atlas->RendererHasTextures)
+    {
+        atlas->TexIsBuilt = true;
+        if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded.
+            ImFontAtlasBuildMain(atlas);
+    }
+    // Legacy backend
+    if (!atlas->RendererHasTextures)
+        IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().");
+    if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges)
+        IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build().");
+
+    // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once.
+    // We also rely on ImFontBaked* pointers never crossing frames.
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    builder->FrameCount = frame_count;
+    for (ImFont* font : atlas->Fonts)
+        font->LastBaked = NULL;
+
+    // Garbage collect BakedPool
+    if (builder->BakedDiscardedCount > 0)
+    {
+        int dst_n = 0, src_n = 0;
+        for (; src_n < builder->BakedPool.Size; src_n++)
+        {
+            ImFontBaked* p_src = &builder->BakedPool[src_n];
+            if (p_src->WantDestroy)
+                continue;
+            ImFontBaked* p_dst = &builder->BakedPool[dst_n++];
+            if (p_dst == p_src)
+                continue;
+            memcpy(p_dst, p_src, sizeof(ImFontBaked));
+            builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst);
+        }
+        IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n);
+        builder->BakedPool.Size -= builder->BakedDiscardedCount;
+        builder->BakedDiscardedCount = 0;
+    }
+
+    // Update texture status
+    for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+    {
+        ImTextureData* tex = atlas->TexList[tex_n];
+        bool remove_from_list = false;
+        if (tex->Status == ImTextureStatus_OK)
+        {
+            tex->Updates.resize(0);
+            tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0;
+            tex->UpdateRect.w = tex->UpdateRect.h = 0;
+        }
+        if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures)
+            IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK.");
+
+        // Request destroy
+        // - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
+        // - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
+        if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy)
+        {
+            IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
+            tex->Status = ImTextureStatus_WantDestroy;
+        }
+
+        // If a texture has never reached the backend, they don't need to know about it.
+        // (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy
+        //  when invalidating graphics objects twice, which would previously remove it from the list and crash.)
+        if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
+            tex->Status = ImTextureStatus_Destroyed;
+
+        // Process texture being destroyed
+        if (tex->Status == ImTextureStatus_Destroyed)
+        {
+            IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!");
+            if (tex->WantDestroyNextFrame)
+                remove_from_list = true; // Destroy was scheduled by us
+            else
+                tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run)
+        }
+
+        // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering.
+        // We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision.
+        if (tex->Status == ImTextureStatus_WantDestroy)
+            tex->UnusedFrames++;
+
+        // Destroy and remove
+        if (remove_from_list)
+        {
+            IM_ASSERT(atlas->TexData != tex);
+            tex->DestroyPixels();
+            IM_DELETE(tex);
+            atlas->TexList.erase(atlas->TexList.begin() + tex_n);
+            tex_n--;
+        }
+    }
 }
 
-void    ImFontAtlas::Clear()
+void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h)
 {
-    ClearInputData();
-    ClearTexData();
-    ClearFonts();
+    IM_ASSERT(src_pixels != NULL && dst_pixels != NULL);
+    if (src_fmt == dst_fmt)
+    {
+        int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt);
+        for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+            memcpy(dst_pixels, src_pixels, line_sz);
+    }
+    else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32)
+    {
+        for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+        {
+            const ImU8* src_p = (const ImU8*)src_pixels;
+            ImU32* dst_p = (ImU32*)(void*)dst_pixels;
+            for (int nx = w; nx > 0; nx--)
+                *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++));
+        }
+    }
+    else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8)
+    {
+        for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+        {
+            const ImU32* src_p = (const ImU32*)(void*)src_pixels;
+            ImU8* dst_p = (ImU8*)dst_pixels;
+            for (int nx = w; nx > 0; nx--)
+                *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF;
+        }
+    }
+    else
+    {
+        IM_ASSERT(0);
+    }
 }
 
-void    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+// Source buffer may be written to (used for in-place mods).
+// Post-process hooks may eventually be added here.
+void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data)
 {
-    // Build atlas on demand
-    if (TexPixelsAlpha8 == NULL)
-        Build();
+    // Multiply operator (legacy)
+    if (data->FontSrc->RasterizerMultiply != 1.0f)
+        ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply);
+}
 
-    *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 ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor)
+{
+    unsigned char* pixels = (unsigned char*)data->Pixels;
+    int pitch = data->Pitch;
+    if (data->Format == ImTextureFormat_Alpha8)
+    {
+        for (int ny = data->Height; ny > 0; ny--, pixels += pitch)
+        {
+            ImU8* p = (ImU8*)pixels;
+            for (int nx = data->Width; nx > 0; nx--, p++)
+            {
+                unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255);
+                *p = (unsigned char)v;
+            }
+        }
+    }
+    else if (data->Format == ImTextureFormat_RGBA32) //-V547
+    {
+        for (int ny = data->Height; ny > 0; ny--, pixels += pitch)
+        {
+            ImU32* p = (ImU32*)(void*)pixels;
+            for (int nx = data->Width; nx > 0; nx--, p++)
+            {
+                unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255);
+                *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a);
+            }
+        }
+    }
+    else
+    {
+        IM_ASSERT(0);
+    }
 }
 
-void    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects.
+void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col)
 {
-    // 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)
+    if (dst_tex->Format == ImTextureFormat_Alpha8)
+    {
+        ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF;
+        for (int y = 0; y < h; y++)
+            memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w);
+    }
+    else
     {
-        unsigned char* pixels = NULL;
-        GetTexDataAsAlpha8(&pixels, NULL, NULL);
-        if (pixels)
+        for (int y = 0; y < h; y++)
         {
-            TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
-            const unsigned char* src = pixels;
-            unsigned int* dst = TexPixelsRGBA32;
-            for (int n = TexWidth * TexHeight; n > 0; n--)
-                *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
+            ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y);
+            for (int x = w; x > 0; x--, p++)
+                *p = col;
         }
     }
+}
+
+// Copy block from one texture to another
+void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h)
+{
+    IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL);
+    IM_ASSERT(src_tex->Format == dst_tex->Format);
+    IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width);
+    IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height);
+    IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width);
+    IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height);
+    for (int y = 0; y < h; y++)
+        memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel);
+}
+
+// Queue texture block update for renderer backend
+void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h)
+{
+    IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed);
+    IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000);
+    IM_UNUSED(atlas);
+
+    ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h };
+    int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w);
+    int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h);
+    tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x);
+    tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y);
+    tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x);
+    tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y);
+    tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x);
+    tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y);
+    tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x);
+    tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y);
+    atlas->TexIsBuilt = false;
+
+    // No need to queue if status is == ImTextureStatus_WantCreate
+    if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates)
+    {
+        tex->Status = ImTextureStatus_WantUpdates;
+        tex->Updates.push_back(req);
+    }
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    ImTextureData* tex = atlas->TexData;
+    if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format)
+    {
+        atlas->TexDesiredFormat = format;
+        atlas->Build();
+        tex = atlas->TexData;
+    }
+    if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; };
+    if (out_width) { *out_width = tex->Width; };
+    if (out_height) { *out_height = tex->Height; };
+    if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; }
+}
+
+void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel);
+}
+
+void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel);
+}
 
-    *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;
+bool ImFontAtlas::Build()
+{
+    ImFontAtlasBuildMain(this);
+    return true;
 }
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 
-ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
+ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in)
 {
-    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 && "Is ImFontConfig struct correctly initialized?");
-    IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?");
+    // Sanity Checks
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+    IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL));
+    //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?");
+    IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?");
+    if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX)
+        IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on.");
+
+    // Lazily create builder on the first call to AddFont
+    if (Builder == NULL)
+        ImFontAtlasBuildInit(this);
 
     // Create new font
-    if (!font_cfg->MergeMode)
-        Fonts.push_back(IM_NEW(ImFont));
+    ImFont* font;
+    if (!font_cfg_in->MergeMode)
+    {
+        font = IM_NEW(ImFont)();
+        font->FontId = FontNextUniqueID++;
+        font->Flags = font_cfg_in->Flags;
+        font->LegacySize = font_cfg_in->SizePixels;
+        font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity;
+        Fonts.push_back(font);
+    }
     else
+    {
         IM_ASSERT(Fonts.Size > 0 && "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.
+        font = font_cfg_in->DstFont ? font_cfg_in->DstFont : Fonts.back();
+    }
+
+    // Add to list
+    Sources.push_back(*font_cfg_in);
+    ImFontConfig* font_cfg = &Sources.back();
+    if (font_cfg->DstFont == NULL)
+        font_cfg->DstFont = font;
+    font->Sources.push_back(font_cfg);
+    ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back().
 
-    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)
+    if (font_cfg->FontDataOwnedByAtlas == false)
     {
-        new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
-        new_font_cfg.FontDataOwnedByAtlas = true;
-        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
+        font_cfg->FontDataOwnedByAtlas = true;
+        font_cfg->FontData = ImMemdup(font_cfg->FontData, (size_t)font_cfg->FontDataSize);
     }
 
-    if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
-        new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
+    // Sanity check
+    // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards.
+    if (font_cfg->GlyphExcludeRanges != NULL)
+    {
+        int size = 0;
+        for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {}
+        IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!");
+        IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!");
+        font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1));
+    }
+    if (font_cfg->FontLoader != NULL)
+    {
+        IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL);
+        IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet.
+    }
+    IM_ASSERT(font_cfg->FontLoaderData == NULL);
 
-    ImFontAtlasUpdateConfigDataPointers(this);
+    if (!ImFontAtlasFontSourceInit(this, font_cfg))
+    {
+        // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this)
+        ImFontAtlasFontDestroySourceData(this, font_cfg);
+        Sources.pop_back();
+        font->Sources.pop_back();
+        if (!font_cfg->MergeMode)
+        {
+            IM_DELETE(font);
+            Fonts.pop_back();
+        }
+        return NULL;
+    }
+    ImFontAtlasFontSourceAddToFont(this, font, font_cfg);
 
-    // Invalidate texture
-    TexReady = false;
-    ClearTexData();
-    return new_font_cfg.DstFont;
+    return font;
 }
 
 // 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)
 {
@@ -2572,10 +3107,15 @@ static void         Decode85(const unsigned char* src, unsigned char* dst)
         dst += 4;
     }
 }
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
+static const char* GetDefaultCompressedFontDataTTF(int* out_size);
+#endif
 
 // Load embedded ProggyClean.ttf at size 13, disable oversampling
+// If you want a similar font which may be better scaled, consider using ProggyVector from the same author!
 ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
 {
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
     ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
     if (!font_cfg_template)
     {
@@ -2585,24 +3125,32 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
     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);
+        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf");
     font_cfg.EllipsisChar = (ImWchar)0x0085;
-    font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f);  // Add +1 offset per 13 units
+    font_cfg.GlyphOffset.y += 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f);  // Add +1 offset per 13 units
 
-    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);
-    return font;
+    int ttf_compressed_size = 0;
+    const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size);
+    return AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg);
+#else
+    IM_ASSERT(0 && "AddFontDefault() disabled in this build.");
+    IM_UNUSED(font_cfg_template);
+    return NULL;
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_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()!");
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
     size_t data_size = 0;
     void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
     if (!data)
     {
-        IM_ASSERT_USER_ERROR(0, "Could not load font file!");
+        if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0)
+        {
+            IMGUI_DEBUG_LOG("While loading '%s'\n", filename);
+            IM_ASSERT_USER_ERROR(0, "Could not load font file!");
+        }
         return NULL;
     }
     ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
@@ -2610,8 +3158,8 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
     {
         // 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);
+        for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
+        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p);
     }
     return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
 }
@@ -2619,7 +3167,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
 // 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* font_data, int font_data_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()!");
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
     ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
     IM_ASSERT(font_cfg.FontData == NULL);
     IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
@@ -2645,7 +3193,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d
 
 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;
+    int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4;
     void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
     Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
     ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
@@ -2653,652 +3201,1576 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
     return font;
 }
 
-int ImFontAtlas::AddCustomRectRegular(int width, int height)
+// On font removal we need to remove references (otherwise we could queue removal?)
+// We allow old_font == new_font which forces updating all values (e.g. sizes)
+void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font)
+{
+    for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+    {
+        if (shared_data->Font == old_font)
+            shared_data->Font = new_font;
+        if (ImGuiContext* ctx = shared_data->Context)
+        {
+            if (ctx->IO.FontDefault == old_font)
+                ctx->IO.FontDefault = new_font;
+            if (ctx->Font == old_font)
+            {
+                ImGuiContext* curr_ctx = ImGui::GetCurrentContext();
+                bool need_bind_ctx = ctx != curr_ctx;
+                if (need_bind_ctx)
+                    ImGui::SetCurrentContext(ctx);
+                ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize);
+                if (need_bind_ctx)
+                    ImGui::SetCurrentContext(curr_ctx);
+            }
+            for (ImFontStackData& font_stack_data : ctx->FontStack)
+                if (font_stack_data.Font == old_font)
+                    font_stack_data.Font = new_font;
+        }
+    }
+}
+
+void ImFontAtlas::RemoveFont(ImFont* font)
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+    font->ClearOutputData();
+
+    ImFontAtlasFontDestroyOutput(this, font);
+    for (ImFontConfig* src : font->Sources)
+        ImFontAtlasFontDestroySourceData(this, src);
+    for (int src_n = 0; src_n < Sources.Size; src_n++)
+        if (Sources[src_n].DstFont == font)
+            Sources.erase(&Sources[src_n--]);
+
+    bool removed = Fonts.find_erase(font);
+    IM_ASSERT(removed);
+    IM_UNUSED(removed);
+
+    ImFontAtlasBuildUpdatePointers(this);
+
+    font->OwnerAtlas = NULL;
+    IM_DELETE(font);
+
+    // Notify external systems
+    ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0];
+    ImFontAtlasBuildNotifySetFont(this, font, new_current_font);
+}
+
+// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away.
+ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r)
 {
     IM_ASSERT(width > 0 && width <= 0xFFFF);
     IM_ASSERT(height > 0 && height <= 0xFFFF);
-    ImFontAtlasCustomRect r;
-    r.Width = (unsigned short)width;
-    r.Height = (unsigned short)height;
-    CustomRects.push_back(r);
-    return CustomRects.Size - 1; // Return index
+
+    if (Builder == NULL)
+        ImFontAtlasBuildInit(this);
+
+    ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height);
+    if (r_id == ImFontAtlasRectId_Invalid)
+        return ImFontAtlasRectId_Invalid;
+    if (out_r != NULL)
+        GetCustomRect(r_id, out_r);
+
+    if (RendererHasTextures)
+    {
+        ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id);
+        ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h);
+    }
+    return r_id;
 }
 
-int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
+void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id)
+{
+    if (ImFontAtlasPackGetRectSafe(this, id) == NULL)
+        return;
+    ImFontAtlasPackDiscardRect(this, id);
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// This API does not make sense anymore with scalable fonts.
+// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader.
+// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes:
+//     ImFont* myfont = io.Fonts->AddFontFromFileTTF(....);
+//     myfont->GetFontBaked(16.0f);
+//     myfont->Flags |= ImFontFlags_LockBakedSizes;
+ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset)
+{
+    float font_size = font->LegacySize;
+    return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset);
+}
+// FIXME: we automatically set glyph.Colored=true by default.
+// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph().
+ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset)
 {
 #ifdef IMGUI_USE_WCHAR32
-    IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
+    IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX);
 #endif
     IM_ASSERT(font != NULL);
     IM_ASSERT(width > 0 && width <= 0xFFFF);
     IM_ASSERT(height > 0 && height <= 0xFFFF);
-    ImFontAtlasCustomRect r;
-    r.Width = (unsigned short)width;
-    r.Height = (unsigned short)height;
-    r.GlyphID = id;
-    r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133)
-    r.GlyphAdvanceX = advance_x;
-    r.GlyphOffset = offset;
-    r.Font = font;
-    CustomRects.push_back(r);
-    return CustomRects.Size - 1; // Return index
-}
 
-void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
-{
-    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);
+    ImFontBaked* baked = font->GetFontBaked(font_size);
+
+    ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height);
+    if (r_id == ImFontAtlasRectId_Invalid)
+        return ImFontAtlasRectId_Invalid;
+    ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id);
+    if (RendererHasTextures)
+        ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h);
+
+    if (baked->IsGlyphLoaded(codepoint))
+        ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint));
+
+    ImFontGlyph glyph;
+    glyph.Codepoint = codepoint;
+    glyph.AdvanceX = advance_x;
+    glyph.X0 = offset.x;
+    glyph.Y0 = offset.y;
+    glyph.X1 = offset.x + r->w;
+    glyph.Y1 = offset.y + r->h;
+    glyph.Visible = true;
+    glyph.Colored = true; // FIXME: Arbitrary
+    glyph.PackId = r_id;
+    ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph);
+    return r_id;
+}
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const
+{
+    ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id);
+    if (r == NULL)
+        return false;
+    IM_ASSERT(TexData->Width > 0 && TexData->Height > 0);   // Font atlas needs to be built before we can calculate UV coordinates
+    if (out_r == NULL)
+        return true;
+    out_r->x = r->x;
+    out_r->y = r->y;
+    out_r->w = r->w;
+    out_r->h = r->h;
+    out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale;
+    out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale;
+    return true;
 }
 
-bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
+bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, 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)
+    if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors)
         return false;
 
-    IM_ASSERT(PackIdMouseCursors != -1);
-    ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
-    ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
+    ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors);
+    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;
+    out_uv_border[0] = (pos) * atlas->TexUvScale;
+    out_uv_border[1] = (pos + size) * atlas->TexUvScale;
     pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
-    out_uv_fill[0] = (pos) * TexUvScale;
-    out_uv_fill[1] = (pos + size) * TexUvScale;
+    out_uv_fill[0] = (pos) * atlas->TexUvScale;
+    out_uv_fill[1] = (pos + size) * atlas->TexUvScale;
     return true;
 }
 
-bool    ImFontAtlas::Build()
+// When atlas->RendererHasTextures = true, this is only called if no font were loaded.
+void ImFontAtlasBuildMain(ImFontAtlas* atlas)
 {
-    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!");
+    if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat)
+        ImFontAtlasBuildClear(atlas);
 
-    // Default font is none are specified
-    if (ConfigData.Size == 0)
-        AddFontDefault();
+    if (atlas->Builder == NULL)
+        ImFontAtlasBuildInit(atlas);
 
-    // Select builder
-    // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
-    //   may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
-    //   using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
-    //   and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
-    const ImFontBuilderIO* builder_io = FontBuilderIO;
-    if (builder_io == NULL)
-    {
-#ifdef IMGUI_ENABLE_FREETYPE
-        builder_io = ImGuiFreeType::GetBuilderForFreeType();
-#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
-        builder_io = ImFontAtlasGetBuilderForStbTruetype();
-#else
-        IM_ASSERT(0); // Invalid Build function
-#endif
-    }
+    // Default font is none are specified
+    if (atlas->Sources.Size == 0)
+        atlas->AddFontDefault();
 
-    // Build
-    return builder_io->FontBuilder_Build(this);
+    // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs
+    ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas);
+    if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures
+        ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas);
+    atlas->TexIsBuilt = true;
 }
 
-void    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
+void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v)
 {
-    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);
-    }
+    // Automatically disable horizontal oversampling over size 36
+    const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity;
+    *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2;
+    *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1;
 }
 
-void    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
+// Setup main font loader for the atlas
+// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader.
+void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader)
 {
-    IM_ASSERT_PARANOID(w <= stride);
-    unsigned char* data = pixels + x + y * stride;
-    for (int j = h; j > 0; j--, data += stride - w)
-        for (int i = w; i > 0; i--, data++)
-            *data = table[*data];
-}
+    if (atlas->FontLoader == font_loader)
+        return;
+    IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!");
 
-#ifdef IMGUI_ENABLE_STB_TRUETYPE
-// 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)
-    ImBitVector         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 GlyphsSet)
-};
+    for (ImFont* font : atlas->Fonts)
+        ImFontAtlasFontDestroyOutput(atlas, font);
+    if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown)
+        atlas->FontLoader->LoaderShutdown(atlas);
 
-// 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;
-    ImBitVector         GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.
-};
+    atlas->FontLoader = font_loader;
+    atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL";
+    IM_ASSERT(atlas->FontLoaderData == NULL);
 
-static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
-{
-    IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
-    const ImU32* it_begin = in->Storage.begin();
-    const ImU32* it_end = in->Storage.end();
-    for (const ImU32* it = it_begin; it < it_end; it++)
-        if (ImU32 entries_32 = *it)
-            for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
-                if (entries_32 & ((ImU32)1 << bit_n))
-                    out->push_back((int)(((it - it_begin) << 5) + bit_n));
+    if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit)
+        atlas->FontLoader->LoaderInit(atlas);
+    for (ImFont* font : atlas->Fonts)
+        ImFontAtlasFontInitOutput(atlas, font);
+    for (ImFont* font : atlas->Fonts)
+        for (ImFontConfig* src : font->Sources)
+            ImFontAtlasFontSourceAddToFont(atlas, font, src);
 }
 
-static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
+// Preload all glyph ranges for legacy backends.
+// This may lead to multiple texture creation which might be a little slower than before.
+void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas)
 {
-    IM_ASSERT(atlas->ConfigData.Size > 0);
-
-    ImFontAtlasBuildInit(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;
-        if (src_tmp.DstIndex == -1)
+    atlas->Builder->PreloadedAllGlyphsRanges = true;
+    for (ImFont* font : atlas->Fonts)
+    {
+        ImFontBaked* baked = font->GetFontBaked(font->LegacySize);
+        if (font->FallbackChar != 0)
+            baked->FindGlyph(font->FallbackChar);
+        if (font->EllipsisChar != 0)
+            baked->FindGlyph(font->EllipsisChar);
+        for (ImFontConfig* src : font->Sources)
         {
-            IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
-            return false;
+            const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault();
+            for (; ranges[0]; ranges += 2)
+                for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
+                    baked->FindGlyph((ImWchar)c);
         }
-        // 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))
+    }
+}
+
+// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas
+void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas)
+{
+    for (ImFont* font : atlas->Fonts)
+        font->Sources.resize(0);
+    for (ImFontConfig& src : atlas->Sources)
+        src.DstFont->Sources.push_back(&src);
+}
+
+// Render a white-colored bitmap encoded in a string
+void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char)
+{
+    ImTextureData* tex = atlas->TexData;
+    IM_ASSERT(x >= 0 && x + w <= tex->Width);
+    IM_ASSERT(y >= 0 && y + h <= tex->Height);
+
+    switch (tex->Format)
+    {
+    case ImTextureFormat_Alpha8:
+    {
+        ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y);
+        for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
+            for (int off_x = 0; off_x < w; off_x++)
+                out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00;
+        break;
+    }
+    case ImTextureFormat_RGBA32:
+    {
+        ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y);
+        for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
+            for (int off_x = 0; off_x < w; off_x++)
+                out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS;
+        break;
+    }
+    }
+}
+
+static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas)
+{
+    // Pack and store identifier so we can refresh UV coordinates on texture resize.
+    // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing.
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
+
+    ImFontAtlasRect r;
+    bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false);
+    if (add_and_draw)
+    {
+        builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
+        IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid);
+
+        // Draw to texture
+        if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors)
         {
-            IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
-            return false;
+            // 2x2 white pixels
+            ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X');
+        }
+        else
+        {
+            // 2x2 white pixels + mouse cursors
+            const int x_for_white = r.x;
+            const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
+            ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.');
+            ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X');
         }
+    }
+
+    // Refresh UV coordinates
+    atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y);
+}
+
+static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas)
+{
+    if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
+        return;
 
-        // 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)
+    // Pack and store identifier so we can refresh UV coordinates on texture resize.
+    ImTextureData* tex = atlas->TexData;
+    ImFontAtlasBuilder* builder = atlas->Builder;
+
+    ImFontAtlasRect r;
+    bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false;
+    if (add_and_draw)
+    {
+        ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
+        builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
+        IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid);
+    }
+
+    // Register texture region for thick lines
+    // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
+    // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
+    for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
+    {
+        // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
+        const int y = n;
+        const int line_width = n;
+        const int pad_left = (r.w - line_width) / 2;
+        const int pad_right = r.w - (pad_left + line_width);
+        IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
+
+        // Write each slice
+        if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
         {
-            // Check for valid range. This may also help detect *some* dangling pointers, because a common
-            // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent,
-            // or to forget to zero-terminate the glyph range array.
-            IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
-            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
+            ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
+            for (int i = 0; i < pad_left; i++)
+                *(write_ptr + i) = 0x00;
+
+            for (int i = 0; i < line_width; i++)
+                *(write_ptr + pad_left + i) = 0xFF;
+
+            for (int i = 0; i < pad_right; i++)
+                *(write_ptr + pad_left + line_width + i) = 0x00;
         }
-        dst_tmp.SrcCount++;
-        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
+        else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
+        {
+            ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
+            for (int i = 0; i < pad_left; i++)
+                *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
+
+            for (int i = 0; i < line_width; i++)
+                *(write_ptr + pad_left + i) = IM_COL32_WHITE;
+
+            for (int i = 0; i < pad_right; i++)
+                *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
+        }
+
+        // Refresh UV coordinates
+        ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale;
+        ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale;
+        float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
+        atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
     }
+}
+
+//-----------------------------------------------------------------------------------------------------------------------------
 
-    // 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++)
+// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont()
+bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font)
+{
+    bool ret = true;
+    for (ImFontConfig* src : font->Sources)
+        if (!ImFontAtlasFontSourceInit(atlas, src))
+            ret = false;
+    IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call.
+    return ret;
+}
+
+// Keep source/input FontData
+void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font)
+{
+    font->ClearOutputData();
+    for (ImFontConfig* src : font->Sources)
     {
-        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
-        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
-        src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
-        if (dst_tmp.GlyphsSet.Storage.empty())
-            dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
+        const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+        if (loader && loader->FontSrcDestroy != NULL)
+            loader->FontSrcDestroy(atlas, src);
+    }
+}
+
+//-----------------------------------------------------------------------------------------------------------------------------
 
-        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
-            for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
+bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src)
+{
+    const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+    if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src))
+        return false;
+    return true;
+}
+
+void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src)
+{
+    if (src->MergeMode == false)
+    {
+        font->ClearOutputData();
+        //font->FontSize = src->SizePixels;
+        font->OwnerAtlas = atlas;
+        IM_ASSERT(font->Sources[0] == src);
+    }
+    atlas->TexIsBuilt = false; // For legacy backends
+    ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src);
+}
+
+void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src)
+{
+    IM_UNUSED(atlas);
+    // IF YOU GET A CRASH IN THE IM_FREE() CALL HERE AND USED AddFontFromMemoryTTF():
+    // - DUE TO LEGACY REASON AddFontFromMemoryTTF() TRANSFERS MEMORY OWNERSHIP BY DEFAULT.
+    // - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREEED BY IMGUI.
+    // - USE `ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(....., &cfg);` to disable passing ownership/
+    // WE WILL ADDRESS THIS IN A FUTURE REWORK OF THE API.
+    if (src->FontDataOwnedByAtlas)
+        IM_FREE(src->FontData);
+    src->FontData = NULL;
+    if (src->GlyphExcludeRanges)
+        IM_FREE((void*)src->GlyphExcludeRanges);
+    src->GlyphExcludeRanges = NULL;
+}
+
+// Create a compact, baked "..." if it doesn't exist, by using the ".".
+// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used.
+// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers.
+static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked)
+{
+    ImFont* font = baked->OwnerFont;
+    IM_ASSERT(font->EllipsisChar != 0);
+
+    const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.');
+    if (dot_glyph == NULL)
+        dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E);
+    if (dot_glyph == NULL)
+        return NULL;
+    ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers
+    ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id);
+    const int dot_spacing = 1;
+    const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing;
+
+    ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h);
+    ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id);
+
+    ImFontGlyph glyph_in = {};
+    ImFontGlyph* glyph = &glyph_in;
+    glyph->Codepoint = font->EllipsisChar;
+    glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents.
+    glyph->X0 = dot_glyph->X0;
+    glyph->Y0 = dot_glyph->Y0;
+    glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing;
+    glyph->Y1 = dot_glyph->Y1;
+    glyph->Visible = true;
+    glyph->PackId = pack_id;
+    glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph);
+    dot_glyph = NULL; // Invalidated
+
+    // Copy to texture, post-process and queue update for backend
+    // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it.
+    dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id);
+    ImTextureData* tex = atlas->TexData;
+    for (int n = 0; n < 3; n++)
+        ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h);
+    ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);
+
+    return glyph;
+}
+
+// Load fallback in order to obtain its index
+// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size)
+static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked)
+{
+    IM_ASSERT(baked->FallbackGlyphIndex == -1);
+    IM_ASSERT(baked->FallbackAdvanceX == 0.0f);
+    ImFont* font = baked->OwnerFont;
+    ImFontGlyph* fallback_glyph = NULL;
+    if (font->FallbackChar != 0)
+        fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar);
+    if (fallback_glyph == NULL)
+    {
+        ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' ');
+        ImFontGlyph glyph;
+        glyph.Codepoint = 0;
+        glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f);
+        fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->OwnerAtlas, baked, NULL, &glyph);
+    }
+    baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code
+    baked->FallbackAdvanceX = fallback_glyph->AdvanceX;
+}
+
+static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked)
+{
+    // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews)
+    ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' ');
+    if (space_glyph != NULL)
+        space_glyph->Visible = false;
+
+    // Setup Tab character.
+    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
+    if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL)
+    {
+        ImFontGlyph tab_glyph;
+        tab_glyph.Codepoint = '\t';
+        tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE;
+        ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph);
+    }
+}
+
+// Load/identify special glyphs
+// (note that this is called again for fonts with MergeMode)
+void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src)
+{
+    IM_UNUSED(atlas);
+    IM_ASSERT(font->Sources.contains(src));
+
+    // Find Fallback character. Actual glyph loaded in GetFontBaked().
+    const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
+    if (font->FallbackChar == 0)
+        for (ImWchar candidate_char : fallback_chars)
+            if (candidate_char != 0 && font->IsGlyphInFont(candidate_char))
             {
-                if (dst_tmp.GlyphsSet.TestBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
-                    continue;
-                if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint))    // It is actually in the font?
-                    continue;
+                font->FallbackChar = (ImWchar)candidate_char;
+                break;
+            }
 
-                // Add to avail set/counters
-                src_tmp.GlyphsCount++;
-                dst_tmp.GlyphsCount++;
-                src_tmp.GlyphsSet.SetBit(codepoint);
-                dst_tmp.GlyphsSet.SetBit(codepoint);
-                total_glyphs_count++;
+    // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
+    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
+    // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
+    const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 };
+    if (font->EllipsisChar == 0)
+        for (ImWchar candidate_char : ellipsis_chars)
+            if (candidate_char != 0 && font->IsGlyphInFont(candidate_char))
+            {
+                font->EllipsisChar = candidate_char;
+                break;
             }
+    if (font->EllipsisChar == 0)
+    {
+        font->EllipsisChar = 0x0085;
+        font->EllipsisAutoBake = true;
     }
+}
 
-    // 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);
-        UnpackBitVectorToFlatIndexList(&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;
+void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph)
+{
+    if (glyph->PackId != ImFontAtlasRectId_Invalid)
+    {
+        ImFontAtlasPackDiscardRect(atlas, glyph->PackId);
+        glyph->PackId = ImFontAtlasRectId_Invalid;
+    }
+    ImWchar c = (ImWchar)glyph->Codepoint;
+    IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity
+    IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size);
+    IM_UNUSED(font);
+    baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED;
+    baked->IndexAdvanceX[c] = baked->FallbackAdvanceX;
+}
+
+ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id)
+{
+    IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size);
+    ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked());
+    baked->Size = font_size;
+    baked->RasterizerDensity = font_rasterizer_density;
+    baked->BakedId = baked_id;
+    baked->OwnerFont = font;
+    baked->LastUsedFrame = atlas->Builder->FrameCount;
+
+    // Initialize backend data
+    size_t loader_data_size = 0;
+    for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend
+    {
+        const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+        loader_data_size += loader->FontBakedSrcLoaderDataSize;
+    }
+    baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL;
+    char* loader_data_p = (char*)baked->FontLoaderDatas;
+    for (ImFontConfig* src : font->Sources)
+    {
+        const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+        if (loader->FontBakedInit)
+            loader->FontBakedInit(atlas, src, baked, loader_data_p);
+        loader_data_p += loader->FontBakedSrcLoaderDataSize;
+    }
 
-        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 * cfg.RasterizerDensity;
-        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 > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
-        const int padding = atlas->TexGlyphPadding;
-        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
+    ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked);
+    return baked;
+}
+
+// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case.
+ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density)
+{
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    for (int step_n = 0; step_n < 2; step_n++)
+    {
+        ImFontBaked* closest_larger_match = NULL;
+        ImFontBaked* closest_smaller_match = NULL;
+        for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
         {
-            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;
+            ImFontBaked* baked = &builder->BakedPool[baked_n];
+            if (baked->OwnerFont != font || baked->WantDestroy)
+                continue;
+            if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density
+                continue;
+            if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size))
+                closest_larger_match = baked;
+            if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size))
+                closest_smaller_match = baked;
         }
+        if (closest_larger_match)
+            if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f))
+                return closest_larger_match;
+        if (closest_smaller_match)
+            return closest_smaller_match;
     }
+    return NULL;
+}
 
-    // 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;
+void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked)
+{
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName());
 
-    // 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);
+    for (ImFontGlyph& glyph : baked->Glyphs)
+        if (glyph.PackId != ImFontAtlasRectId_Invalid)
+            ImFontAtlasPackDiscardRect(atlas, glyph.PackId);
 
-    // 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++)
+    char* loader_data_p = (char*)baked->FontLoaderDatas;
+    for (ImFontConfig* src : font->Sources)
     {
-        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
-        if (src_tmp.GlyphsCount == 0)
-            continue;
+        const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+        if (loader->FontBakedDestroy)
+            loader->FontBakedDestroy(atlas, src, baked, loader_data_p);
+        loader_data_p += loader->FontBakedSrcLoaderDataSize;
+    }
+    if (baked->FontLoaderDatas)
+    {
+        IM_FREE(baked->FontLoaderDatas);
+        baked->FontLoaderDatas = NULL;
+    }
+    builder->BakedMap.SetVoidPtr(baked->BakedId, NULL);
+    builder->BakedDiscardedCount++;
+    baked->ClearOutputData();
+    baked->WantDestroy = true;
+    font->LastBaked = NULL;
+}
 
-        stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
+// use unused_frames==0 to discard everything.
+void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames)
+{
+    if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor
+        for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+        {
+            ImFontBaked* baked = &builder->BakedPool[baked_n];
+            if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
+                continue;
+            if (baked->OwnerFont != font || baked->WantDestroy)
+                continue;
+            ImFontAtlasBakedDiscard(atlas, font, baked);
+        }
+}
 
-        // 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);
+// use unused_frames==0 to discard everything.
+void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames)
+{
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+    {
+        ImFontBaked* baked = &builder->BakedPool[baked_n];
+        if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
+            continue;
+        if (baked->WantDestroy || (baked->OwnerFont->Flags & ImFontFlags_LockBakedSizes))
+            continue;
+        ImFontAtlasBakedDiscard(atlas, baked->OwnerFont, baked);
     }
+}
 
-    // 7. Allocate texture
-    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
-    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
-    atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
-    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
-    spc.pixels = atlas->TexPixelsAlpha8;
-    spc.height = atlas->TexHeight;
+// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData*
+void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data)
+{
+    IM_ASSERT(!atlas->DrawListSharedDatas.contains(data));
+    atlas->DrawListSharedDatas.push_back(data);
+}
+
+void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data)
+{
+    IM_ASSERT(atlas->DrawListSharedDatas.contains(data));
+    atlas->DrawListSharedDatas.find_erase(data);
+}
 
-    // 8. Render/rasterize font characters into the texture
-    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+// Update texture identifier in all active draw lists
+void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex)
+{
+    for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
     {
-        ImFontConfig& cfg = atlas->ConfigData[src_i];
-        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
-        if (src_tmp.GlyphsCount == 0)
+        // If Context 2 uses font owned by Context 1 which already called EndFrame()/Render(), we don't want to mess with draw commands for Context 1
+        if (shared_data->Context && !shared_data->Context->WithinFrameScope)
             continue;
 
-        stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
+        for (ImDrawList* draw_list : shared_data->DrawLists)
+        {
+            // Replace in command-buffer
+            // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[],
+            //  other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow)
+            if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex)
+                draw_list->_SetTexture(new_tex);
+
+            // Replace in stack
+            for (ImTextureRef& stacked_tex : draw_list->_TextureStack)
+                if (stacked_tex == old_tex)
+                    stacked_tex = new_tex;
+        }
+    }
+}
 
-        // Apply multiply operator
-        if (cfg.RasterizerMultiply != 1.0f)
+// Update texture coordinates in all draw list shared context
+// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context?
+void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas)
+{
+    for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+        if (shared_data->FontAtlas == atlas)
         {
-            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);
+            shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel;
+            shared_data->TexUvLines = atlas->TexUvLines;
         }
-        src_tmp.Rects = NULL;
+}
+
+// Set current texture. This is mostly called from AddTexture() + to handle a failed resize.
+static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex)
+{
+    ImTextureRef old_tex_ref = atlas->TexRef;
+    atlas->TexData = tex;
+    atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height);
+    atlas->TexRef._TexData = tex;
+    //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set.
+    ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef);
+}
+
+// Create a new texture, discard previous one
+ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h)
+{
+    ImTextureData* old_tex = atlas->TexData;
+    ImTextureData* new_tex;
+
+    // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV).
+    /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate)
+    {
+        // Reuse texture not yet used by backend.
+        IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL);
+        old_tex->DestroyPixels();
+        old_tex->Updates.clear();
+        new_tex = old_tex;
+        old_tex = NULL;
     }
+    else*/
+    {
+        // Add new
+        new_tex = IM_NEW(ImTextureData)();
+        new_tex->UniqueID = atlas->TexNextUniqueID++;
+        atlas->TexList.push_back(new_tex);
+    }
+    if (old_tex != NULL)
+    {
+        // Queue old as to destroy next frame
+        old_tex->WantDestroyNextFrame = true;
+        IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates);
+    }
+
+    new_tex->Create(atlas->TexDesiredFormat, w, h);
+    atlas->TexIsBuilt = false;
 
-    // End packing
-    stbtt_PackEnd(&spc);
-    buf_rects.clear();
+    ImFontAtlasBuildSetTexture(atlas, new_tex);
 
-    // 9. Setup ImFont and glyphs for runtime
-    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    return new_tex;
+}
+
+#if 0
+#define STB_IMAGE_WRITE_IMPLEMENTATION
+#include "../stb/stb_image_write.h"
+static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description)
+{
+    ImGuiContext& g = *GImGui;
+    char buf[128];
+    ImFormatString(buf, IM_ARRAYSIZE(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description);
+    stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support.
+}
+#endif
+
+void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h)
+{
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    builder->LockDisableResize = true;
+
+    ImTextureData* old_tex = atlas->TexData;
+    ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h);
+    new_tex->UseColors = old_tex->UseColors;
+    IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height);
+    //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+    //    IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy);
+    //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface);
+    //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack");
+
+    // Repack, lose discarded rectangle, copy pixels
+    // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex
+    // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability.
+    // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects.
+    ImFontAtlasPackInit(atlas);
+    ImVector<ImTextureRect> old_rects;
+    ImVector<ImFontAtlasRectEntry> old_index = builder->RectsIndex;
+    old_rects.swap(builder->Rects);
+
+    for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex)
     {
-        // When merging fonts with MergeMode=true:
-        // - We can have multiple input fonts writing into a same destination font.
-        // - dst_font->ConfigData is != from cfg which is our source configuration.
-        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
-        ImFontConfig& cfg = atlas->ConfigData[src_i];
-        ImFont* dst_font = cfg.DstFont;
+        if (index_entry.IsUsed == false)
+            continue;
+        ImTextureRect& old_r = old_rects[index_entry.TargetIndex];
+        if (old_r.w == 0 && old_r.h == 0)
+            continue;
+        ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry);
+        if (new_r_id == ImFontAtlasRectId_Invalid)
+        {
+            // Undo, grow texture and try repacking again.
+            // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly.
+            IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID);
+            new_tex->WantDestroyNextFrame = true;
+            builder->Rects.swap(old_rects);
+            builder->RectsIndex = old_index;
+            ImFontAtlasBuildSetTexture(atlas, old_tex);
+            ImFontAtlasTextureGrow(atlas, w, h); // Recurse
+            return;
+        }
+        IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry));
+        ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id);
+        ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h);
+    }
+    IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount);
+    builder->RectsDiscardedCount = 0;
+    builder->RectsDiscardedSurface = 0;
+
+    // Patch glyphs UV
+    for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+        for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs)
+            if (glyph.PackId != ImFontAtlasRectId_Invalid)
+            {
+                ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId);
+                glyph.U0 = (r->x) * atlas->TexUvScale.x;
+                glyph.V0 = (r->y) * atlas->TexUvScale.y;
+                glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x;
+                glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y;
+            }
 
-        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);
+    // Update other cached UV
+    ImFontAtlasBuildUpdateLinesTexData(atlas);
+    ImFontAtlasBuildUpdateBasicTexData(atlas);
+
+    builder->LockDisableResize = false;
+    ImFontAtlasUpdateDrawListsSharedData(atlas);
+    //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack");
+}
+
+void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h)
+{
+    //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow");
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    if (old_tex_w == -1)
+        old_tex_w = atlas->TexData->Width;
+    if (old_tex_h == -1)
+        old_tex_h = atlas->TexData->Height;
+
+    // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend?
+    // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations?
+    IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h));
+    IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight));
+
+    // Grow texture so it follows roughly a square.
+    // - Grow height before width, as width imply more packing nodes.
+    // - Caller should be taking account of RectsDiscardedSurface and may not need to grow.
+    int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2;
+    int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h;
+
+    // Handle minimum size first (for pathologically large packed rects)
+    const int pack_padding = atlas->TexGlyphPadding;
+    new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding));
+    new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding));
+    new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth);
+    new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight);
+    if (new_tex_w == old_tex_w && new_tex_h == old_tex_h)
+        return;
+
+    ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h);
+}
+
+void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas)
+{
+    // Can some baked contents be ditched?
+    //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n");
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    ImFontAtlasBuildDiscardBakes(atlas, 2);
+
+    // Currently using a heuristic for repack without growing.
+    if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f)
+        ImFontAtlasTextureGrow(atlas);
+    else
+        ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height);
+}
+
+ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas)
+{
+    int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth);
+    int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight);
+    if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy)
+        return ImVec2i(min_w, min_h);
+
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w);
+    min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h);
+    const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack
+    const int surface_sqrt = (int)sqrtf((float)surface_approx);
+
+    int new_tex_w;
+    int new_tex_h;
+    if (min_w >= min_h)
+    {
+        new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt));
+        new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w));
+        if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0)
+            new_tex_h = ImUpperPowerOfTwo(new_tex_h);
+    }
+    else
+    {
+        new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt));
+        if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0)
+            new_tex_h = ImUpperPowerOfTwo(new_tex_h);
+        new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h));
+    }
+
+    IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h));
+    return ImVec2i(new_tex_w, new_tex_h);
+}
+
+// Clear all output. Invalidates all AddCustomRect() return values!
+void ImFontAtlasBuildClear(ImFontAtlas* atlas)
+{
+    ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas);
+    ImFontAtlasBuildDestroy(atlas);
+    ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y);
+    ImFontAtlasBuildInit(atlas);
+    for (ImFontConfig& src : atlas->Sources)
+        ImFontAtlasFontSourceInit(atlas, &src);
+    for (ImFont* font : atlas->Fonts)
+        for (ImFontConfig* src : font->Sources)
+            ImFontAtlasFontSourceAddToFont(atlas, font, src);
+}
+
+// You should not need to call this manually!
+// If you think you do, let us know and we can advise about policies auto-compact.
+void ImFontAtlasTextureCompact(ImFontAtlas* atlas)
+{
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    ImFontAtlasBuildDiscardBakes(atlas, 1);
+
+    ImTextureData* old_tex = atlas->TexData;
+    ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height);
+    ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas);
+    if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y)
+        return;
+
+    ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y);
+}
+
+// Start packing over current empty texture
+void ImFontAtlasBuildInit(ImFontAtlas* atlas)
+{
+    // Select Backend
+    // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which
+    //   may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
+    //   using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere
+    //   and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions.
+    if (atlas->FontLoader == NULL)
+    {
+#ifdef IMGUI_ENABLE_FREETYPE
+        atlas->SetFontLoader(ImGuiFreeType::GetFontLoader());
+#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
+        atlas->SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype());
+#else
+        IM_ASSERT(0); // Invalid Build function
+#endif
+    }
+
+    // Create initial texture size
+    if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL)
+        ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight));
+
+    atlas->Builder = IM_NEW(ImFontAtlasBuilder)();
+    if (atlas->FontLoader->LoaderInit)
+        atlas->FontLoader->LoaderInit(atlas);
+
+    ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas);
 
-        const float ascent = ImCeil(unscaled_ascent * font_scale);
-        const float descent = ImFloor(unscaled_descent * font_scale);
-        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
-        const float font_off_x = cfg.GlyphOffset.x;
-        const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
+    ImFontAtlasPackInit(atlas);
 
-        const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
+    // Add required texture data
+    ImFontAtlasBuildUpdateLinesTexData(atlas);
+    ImFontAtlasBuildUpdateBasicTexData(atlas);
 
-        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+    // Register fonts
+    ImFontAtlasBuildUpdatePointers(atlas);
+
+    // Update UV coordinates etc. stored in bound ImDrawListSharedData instance
+    ImFontAtlasUpdateDrawListsSharedData(atlas);
+
+    //atlas->TexIsBuilt = true;
+}
+
+// Destroy builder and all cached glyphs. Do not destroy actual fonts.
+void ImFontAtlasBuildDestroy(ImFontAtlas* atlas)
+{
+    for (ImFont* font : atlas->Fonts)
+        ImFontAtlasFontDestroyOutput(atlas, font);
+    if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown)
+    {
+        atlas->FontLoader->LoaderShutdown(atlas);
+        IM_ASSERT(atlas->FontLoaderData == NULL);
+    }
+    IM_DELETE(atlas->Builder);
+    atlas->Builder = NULL;
+}
+
+void ImFontAtlasPackInit(ImFontAtlas * atlas)
+{
+    ImTextureData* tex = atlas->TexData;
+    ImFontAtlasBuilder* builder = atlas->Builder;
+
+    // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it.
+    const int pack_node_count = tex->Width / 2;
+    builder->PackNodes.resize(pack_node_count);
+    IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque));
+    stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size);
+    builder->RectsPackedSurface = builder->RectsPackedCount = 0;
+    builder->MaxRectSize = ImVec2i(0, 0);
+    builder->MaxRectBounds = ImVec2i(0, 0);
+}
+
+// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type.
+static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx)
+{
+    ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+    int index_idx;
+    ImFontAtlasRectEntry* index_entry;
+    if (builder->RectsIndexFreeListStart < 0)
+    {
+        builder->RectsIndex.resize(builder->RectsIndex.Size + 1);
+        index_idx = builder->RectsIndex.Size - 1;
+        index_entry = &builder->RectsIndex[index_idx];
+        memset(index_entry, 0, sizeof(*index_entry));
+    }
+    else
+    {
+        index_idx = builder->RectsIndexFreeListStart;
+        index_entry = &builder->RectsIndex[index_idx];
+        IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect
+        builder->RectsIndexFreeListStart = index_entry->TargetIndex;
+    }
+    index_entry->TargetIndex = rect_idx;
+    index_entry->IsUsed = 1;
+    return ImFontAtlasRectId_Make(index_idx, index_entry->Generation);
+}
+
+// Overwrite existing entry
+static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry)
+{
+    IM_ASSERT(index_entry->IsUsed);
+    index_entry->TargetIndex = atlas->Builder->Rects.Size - 1;
+    int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry);
+    return ImFontAtlasRectId_Make(index_idx, index_entry->Generation);
+}
+
+// This is expected to be called in batches and followed by a repack
+void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+    IM_ASSERT(id != ImFontAtlasRectId_Invalid);
+
+    ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id);
+    if (rect == NULL)
+        return;
+
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    int index_idx = ImFontAtlasRectId_GetIndex(id);
+    ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+    IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0);
+    index_entry->IsUsed = false;
+    index_entry->TargetIndex = builder->RectsIndexFreeListStart;
+    index_entry->Generation++;
+    if (index_entry->Generation == 0)
+        index_entry->Generation++; // Keep non-zero on overflow
+
+    const int pack_padding = atlas->TexGlyphPadding;
+    builder->RectsIndexFreeListStart = index_idx;
+    builder->RectsDiscardedCount++;
+    builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding);
+    rect->w = rect->h = 0; // Clear rectangle so it won't be packed again
+}
+
+// Important: Calling this may recreate a new texture and therefore change atlas->TexData
+// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962
+ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry)
+{
+    IM_ASSERT(w > 0 && w <= 0xFFFF);
+    IM_ASSERT(h > 0 && h <= 0xFFFF);
+
+    ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+    const int pack_padding = atlas->TexGlyphPadding;
+    builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w);
+    builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h);
+
+    // Pack
+    ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h };
+    for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--)
+    {
+        // Try packing
+        stbrp_rect pack_r = {};
+        pack_r.w = w + pack_padding;
+        pack_r.h = h + pack_padding;
+        stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1);
+        r.x = (unsigned short)pack_r.x;
+        r.y = (unsigned short)pack_r.y;
+        if (pack_r.was_packed)
+            break;
+
+        // If we ran out of attempts, return fallback
+        if (attempts_remaining == 0 || builder->LockDisableResize)
         {
-            // Register glyph
-            const int codepoint = src_tmp.GlyphsList[glyph_i];
-            const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
-            stbtt_aligned_quad q;
-            float unused_x = 0.0f, unused_y = 0.0f;
-            stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
-            float x0 = q.x0 * inv_rasterization_scale + font_off_x;
-            float y0 = q.y0 * inv_rasterization_scale + font_off_y;
-            float x1 = q.x1 * inv_rasterization_scale + font_off_x;
-            float y1 = q.y1 * inv_rasterization_scale + font_off_y;
-            dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
+            IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h);
+            return ImFontAtlasRectId_Invalid;
         }
+
+        // Resize or repack atlas! (this should be a rare event)
+        ImFontAtlasTextureMakeSpace(atlas);
     }
 
-    // Cleanup
-    src_tmp_array.clear_destruct();
+    builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding);
+    builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding);
+    builder->RectsPackedCount++;
+    builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding);
 
-    ImFontAtlasBuildFinish(atlas);
+    builder->Rects.push_back(r);
+    if (overwrite_entry != NULL)
+        return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack)
+    else
+        return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1);
+}
+
+// Generally for non-user facing functions: assert on invalid ID.
+ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+    IM_ASSERT(id != ImFontAtlasRectId_Invalid);
+    int index_idx = ImFontAtlasRectId_GetIndex(id);
+    ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+    ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+    IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id));
+    IM_ASSERT(index_entry->IsUsed);
+    return &builder->Rects[index_entry->TargetIndex];
+}
+
+// For user-facing functions: return NULL on invalid ID.
+// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers.
+ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+    if (id == ImFontAtlasRectId_Invalid)
+        return NULL;
+    int index_idx = ImFontAtlasRectId_GetIndex(id);
+    if (atlas->Builder == NULL)
+        ImFontAtlasBuildInit(atlas);
+    ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+    IM_MSVC_WARNING_SUPPRESS(28182); // Static Analysis false positive "warning C28182: Dereferencing NULL pointer 'builder'"
+    if (index_idx >= builder->RectsIndex.Size)
+        return NULL;
+    ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+    if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed)
+        return NULL;
+    return &builder->Rects[index_entry->TargetIndex];
+}
+
+// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries)
+// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up.
+static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint)
+{
+    if (const ImWchar* exclude_list = src->GlyphExcludeRanges)
+        for (; exclude_list[0] != 0; exclude_list += 2)
+            if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1])
+                return false;
     return true;
 }
 
-const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
+static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size)
 {
-    static ImFontBuilderIO io;
-    io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
-    return &io;
+    IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size);
+    if (new_size <= baked->IndexLookup.Size)
+        return;
+    baked->IndexAdvanceX.resize(new_size, -1.0f);
+    baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED);
 }
 
-#endif // IMGUI_ENABLE_STB_TRUETYPE
+static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar* c)
+{
+    IM_UNUSED(atlas);
+    if (font->RemapPairs.Data.Size != 0)
+        *c = (ImWchar)font->RemapPairs.GetInt((ImGuiID)*c, (int)*c);
+}
 
-void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
+static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x)
 {
-    for (ImFontConfig& font_cfg : atlas->ConfigData)
+    ImFont* font = baked->OwnerFont;
+    ImFontAtlas* atlas = font->OwnerAtlas;
+    if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs))
+    {
+        // Lazily load fallback glyph
+        if (baked->FallbackGlyphIndex == -1 && baked->LoadNoFallback == 0)
+            ImFontAtlasBuildSetupFontBakedFallback(baked);
+        return NULL;
+    }
+
+    // User remapping hooks
+    ImWchar src_codepoint = codepoint;
+    ImFontAtlas_FontHookRemapCodepoint(atlas, font, &codepoint);
+
+    //char utf8_buf[5];
+    //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint));
+
+    // Special hook
+    // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking
+    if (codepoint == font->EllipsisChar && font->EllipsisAutoBake)
+        if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked))
+            return glyph;
+
+    // Call backend
+    char* loader_user_data_p = (char*)baked->FontLoaderDatas;
+    int src_n = 0;
+    for (ImFontConfig* src : font->Sources)
     {
-        ImFont* font = font_cfg.DstFont;
-        if (!font_cfg.MergeMode)
+        const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+        if (!src->GlyphExcludeRanges || ImFontAtlasBuildAcceptCodepointForSource(src, codepoint))
         {
-            font->ConfigData = &font_cfg;
-            font->ConfigDataCount = 0;
+            if (only_load_advance_x == NULL)
+            {
+                ImFontGlyph glyph_buf;
+                if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, &glyph_buf, NULL))
+                {
+                    // FIXME: Add hooks for e.g. #7962
+                    glyph_buf.Codepoint = src_codepoint;
+                    glyph_buf.SourceIdx = src_n;
+                    return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf);
+                }
+            }
+            else
+            {
+                // Special mode but only loading glyphs metrics. Will rasterize and pack later.
+                if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, NULL, only_load_advance_x))
+                {
+                    ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, *only_load_advance_x);
+                    return NULL;
+                }
+            }
         }
-        font->ConfigDataCount++;
+        loader_user_data_p += loader->FontBakedSrcLoaderDataSize;
+        src_n++;
     }
+
+    // Lazily load fallback glyph
+    if (baked->LoadNoFallback)
+        return NULL;
+    if (baked->FallbackGlyphIndex == -1)
+        ImFontAtlasBuildSetupFontBakedFallback(baked);
+
+    // Mark index as not found, so we don't attempt the search twice
+    ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+    baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX;
+    baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND;
+    return NULL;
 }
 
-void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
+static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint)
 {
-    if (!font_config->MergeMode)
+    if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout)
+    {
+        // First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API.
+        float only_advance_x = 0.0f;
+        ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, &only_advance_x);
+        return glyph ? glyph->AdvanceX : only_advance_x;
+    }
+    else
     {
-        font->ClearOutputData();
-        font->FontSize = font_config->SizePixels;
-        IM_ASSERT(font->ConfigData == font_config);
-        font->ContainerAtlas = atlas;
-        font->Ascent = ascent;
-        font->Descent = descent;
+        ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, NULL);
+        return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX;
     }
 }
 
-void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
+// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b
+IM_MSVC_RUNTIME_CHECKS_OFF
+static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint)
 {
-    stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
-    IM_ASSERT(pack_context != NULL);
-
-    ImVector<ImFontAtlasCustomRect>& 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.
-#ifdef __GNUC__
-    if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343)
-#endif
+    return ImFontBaked_BuildLoadGlyphAdvanceX(baked, (ImWchar)codepoint);
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
 
-    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++)
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas)
+{
+    // [DEBUG] Log texture update requests
+    ImGuiContext& g = *GImGui;
+    IM_UNUSED(g);
+    for (ImTextureData* tex : atlas->TexList)
     {
-        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)
+        if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+            IM_ASSERT(tex->Updates.Size == 0);
+        if (tex->Status == ImTextureStatus_WantCreate)
+            IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+        else if (tex->Status == ImTextureStatus_WantDestroy)
+            IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, IM_TEXTUREID_TO_U64(tex->TexID), tex->BackendUserData);
+        else if (tex->Status == ImTextureStatus_WantUpdates)
         {
-            user_rects[i].X = (unsigned short)pack_rects[i].x;
-            user_rects[i].Y = (unsigned short)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);
+            IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData);
+            for (const ImTextureRect& r : tex->Updates)
+            {
+                IM_UNUSED(r);
+                IM_ASSERT(r.x >= 0 && r.y >= 0);
+                IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert.
+                //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData);
+            }
         }
+    }
 }
+#endif
 
-void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)
-{
-    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
-    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
-    unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
-    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
-        for (int off_x = 0; off_x < w; off_x++)
-            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
-}
+//-------------------------------------------------------------------------
+// [SECTION] ImFontAtlas: backend for stb_truetype
+//-------------------------------------------------------------------------
+// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set)
+//-------------------------------------------------------------------------
+
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
 
-void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)
+// One for each ConfigData
+struct ImGui_ImplStbTrueType_FontSrcData
 {
-    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
-    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
-    unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
-    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
-        for (int off_x = 0; off_x < w; off_x++)
-            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
-}
+    stbtt_fontinfo  FontInfo;
+    float           ScaleFactor;
+};
 
-static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
+static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src)
 {
-    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
-    IM_ASSERT(r->IsPacked());
+    IM_UNUSED(atlas);
+
+    ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData);
+    IM_ASSERT(src->FontLoaderData == NULL);
 
-    const int w = atlas->TexWidth;
-    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
+    // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
+    const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src->FontData, src->FontNo);
+    if (font_offset < 0)
     {
-        // Render/copy pixels
-        IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
-        const int x_for_white = r->X;
-        const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
-        if (atlas->TexPixelsAlpha8 != NULL)
-        {
-            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);
-            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);
-        }
-        else
-        {
-            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);
-            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);
-        }
+        IM_DELETE(bd_font_data);
+        IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found.");
+        return false;
     }
-    else
+    if (!stbtt_InitFont(&bd_font_data->FontInfo, (unsigned char*)src->FontData, font_offset))
     {
-        // Render 4 white pixels
-        IM_ASSERT(r->Width == 2 && r->Height == 2);
-        const int offset = (int)r->X + (int)r->Y * w;
-        if (atlas->TexPixelsAlpha8 != NULL)
-        {
-            atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
-        }
-        else
-        {
-            atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
-        }
+        IM_DELETE(bd_font_data);
+        IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
+        return false;
     }
-    atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
-}
-
-static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
-{
-    if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
-        return;
+    src->FontLoaderData = bd_font_data;
 
-    // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
-    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
-    IM_ASSERT(r->IsPacked());
-    for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
-    {
-        // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
-        unsigned int y = n;
-        unsigned int line_width = n;
-        unsigned int pad_left = (r->Width - line_width) / 2;
-        unsigned int pad_right = r->Width - (pad_left + line_width);
+    const float ref_size = src->DstFont->Sources[0]->SizePixels;
+    if (src->MergeMode && src->SizePixels == 0.0f)
+        src->SizePixels = ref_size;
 
-        // Write each slice
-        IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
-        if (atlas->TexPixelsAlpha8 != NULL)
-        {
-            unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
-            for (unsigned int i = 0; i < pad_left; i++)
-                *(write_ptr + i) = 0x00;
+    if (src->SizePixels >= 0.0f)
+        bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f);
+    else
+        bd_font_data->ScaleFactor = stbtt_ScaleForMappingEmToPixels(&bd_font_data->FontInfo, 1.0f);
+    if (src->MergeMode && src->SizePixels != 0.0f && ref_size != 0.0f)
+        bd_font_data->ScaleFactor *= src->SizePixels / ref_size; // FIXME-NEWATLAS: Should tidy up that a bit
 
-            for (unsigned int i = 0; i < line_width; i++)
-                *(write_ptr + pad_left + i) = 0xFF;
+    return true;
+}
 
-            for (unsigned int i = 0; i < pad_right; i++)
-                *(write_ptr + pad_left + line_width + i) = 0x00;
-        }
-        else
-        {
-            unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
-            for (unsigned int i = 0; i < pad_left; i++)
-                *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
+static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src)
+{
+    IM_UNUSED(atlas);
+    ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+    IM_DELETE(bd_font_data);
+    src->FontLoaderData = NULL;
+}
 
-            for (unsigned int i = 0; i < line_width; i++)
-                *(write_ptr + pad_left + i) = IM_COL32_WHITE;
+static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint)
+{
+    IM_UNUSED(atlas);
 
-            for (unsigned int i = 0; i < pad_right; i++)
-                *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
-        }
+    ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+    IM_ASSERT(bd_font_data != NULL);
 
-        // Calculate UVs for this line
-        ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
-        ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
-        float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
-        atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
-    }
+    int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint);
+    return glyph_index != 0;
 }
 
-// Note: this is called / shared by both the stb_truetype and the FreeType builder
-void ImFontAtlasBuildInit(ImFontAtlas* atlas)
+static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*)
 {
-    // Round font size
-    // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
-    // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
-    // - We may support it better later and remove this rounding.
-    for (ImFontConfig& cfg : atlas->ConfigData)
-       cfg.SizePixels = ImTrunc(cfg.SizePixels);
+    IM_UNUSED(atlas);
 
-    // Register texture region for mouse cursors or standard white pixels
-    if (atlas->PackIdMouseCursors < 0)
+    ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+    if (src->MergeMode == false)
     {
-        if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
-            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
-        else
-            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
-    }
-
-    // Register texture region for thick lines
-    // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
-    if (atlas->PackIdLines < 0)
-    {
-        if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
-            atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
+        // FIXME-NEWFONTS: reevaluate how to use sizing metrics
+        // FIXME-NEWFONTS: make use of line gap value
+        float scale_for_layout = bd_font_data->ScaleFactor * baked->Size;
+        int unscaled_ascent, unscaled_descent, unscaled_line_gap;
+        stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+        baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout);
+        baked->Descent = ImFloor(unscaled_descent * scale_for_layout);
     }
+    return true;
 }
 
-// This is called/shared by both the stb_truetype and the FreeType builder.
-void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
+static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x)
 {
-    // Render into our custom data blocks
-    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
-    ImFontAtlasBuildRenderDefaultTexData(atlas);
-    ImFontAtlasBuildRenderLinesTexData(atlas);
+    // Search for first font which has the glyph
+    ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+    IM_ASSERT(bd_font_data);
+    int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint);
+    if (glyph_index == 0)
+        return false;
 
-    // Register custom rectangle glyphs
-    for (int i = 0; i < atlas->CustomRects.Size; i++)
+    // Fonts unit to pixels
+    int oversample_h, oversample_v;
+    ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v);
+    const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size;
+    const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity;
+    const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h;
+    const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v;
+
+    // Obtain size and advance
+    int x0, y0, x1, y1;
+    int advance, lsb;
+    stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1);
+    stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb);
+
+    // Load metrics only mode
+    if (out_advance_x != NULL)
     {
-        const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
-        if (r->Font == NULL || r->GlyphID == 0)
-            continue;
+        IM_ASSERT(out_glyph == NULL);
+        *out_advance_x = advance * scale_for_layout;
+        return true;
+    }
+
+    // Prepare glyph
+    out_glyph->Codepoint = codepoint;
+    out_glyph->AdvanceX = advance * scale_for_layout;
 
-        // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
-        IM_ASSERT(r->Font->ContainerAtlas == atlas);
-        ImVec2 uv0, uv1;
-        atlas->CalcCustomRectUV(r, &uv0, &uv1);
-        r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, 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);
-        if (r->GlyphColored)
-            r->Font->Glyphs.back().Colored = 1;
+    // Pack and retrieve position inside texture atlas
+    // (generally based on stbtt_PackFontRangesRenderIntoRects)
+    const bool is_visible = (x0 != x1 && y0 != y1);
+    if (is_visible)
+    {
+        const int w = (x1 - x0 + oversample_h - 1);
+        const int h = (y1 - y0 + oversample_v - 1);
+        ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h);
+        if (pack_id == ImFontAtlasRectId_Invalid)
+        {
+            // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?)
+            IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory.");
+            return false;
+        }
+        ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id);
+
+        // Render
+        stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1);
+        ImFontAtlasBuilder* builder = atlas->Builder;
+        builder->TempBuffer.resize(w * h * 1);
+        unsigned char* bitmap_pixels = builder->TempBuffer.Data;
+        memset(bitmap_pixels, 0, w * h * 1);
+
+        // Render with oversampling
+        // (those functions conveniently assert if pixels are not cleared, which is another safety layer)
+        float sub_x, sub_y;
+        stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w,
+            scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index);
+
+        const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
+        const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+        float font_off_x = (src->GlyphOffset.x * offsets_scale);
+        float font_off_y = (src->GlyphOffset.y * offsets_scale);
+        if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome.
+            font_off_x = IM_ROUND(font_off_x);
+        if (src->PixelSnapV)
+            font_off_y = IM_ROUND(font_off_y);
+        font_off_x += sub_x;
+        font_off_y += sub_y + IM_ROUND(baked->Ascent);
+        float recip_h = 1.0f / (oversample_h * rasterizer_density);
+        float recip_v = 1.0f / (oversample_v * rasterizer_density);
+
+        // Register glyph
+        // r->x r->y are coordinates inside texture (in pixels)
+        // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling.
+        out_glyph->X0 = x0 * recip_h + font_off_x;
+        out_glyph->Y0 = y0 * recip_v + font_off_y;
+        out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x;
+        out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y;
+        out_glyph->Visible = true;
+        out_glyph->PackId = pack_id;
+        ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w);
     }
 
-    // Build all fonts lookup tables
-    for (ImFont* font : atlas->Fonts)
-        if (font->DirtyLookupTables)
-            font->BuildLookupTable();
+    return true;
+}
 
-    atlas->TexReady = true;
+const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype()
+{
+    static ImFontLoader loader;
+    loader.Name = "stb_truetype";
+    loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit;
+    loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy;
+    loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph;
+    loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit;
+    loader.FontBakedDestroy = NULL;
+    loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph;
+    return &loader;
 }
 
+#endif // IMGUI_ENABLE_STB_TRUETYPE
+
+//-------------------------------------------------------------------------
+// [SECTION] ImFontAtlas: glyph ranges helpers
+//-------------------------------------------------------------------------
+// - GetGlyphRangesDefault()
+// Obsolete functions since 1.92:
+// - GetGlyphRangesGreek()
+// - GetGlyphRangesKorean()
+// - GetGlyphRangesChineseFull()
+// - GetGlyphRangesChineseSimplifiedCommon()
+// - GetGlyphRangesJapanese()
+// - GetGlyphRangesCyrillic()
+// - GetGlyphRangesThai()
+// - GetGlyphRangesVietnamese()
+//-----------------------------------------------------------------------------
+
 // Retrieve list of range (2 int per range, values are inclusive)
 const ImWchar*   ImFontAtlas::GetGlyphRangesDefault()
 {
@@ -3310,6 +4782,7 @@ const ImWchar*   ImFontAtlas::GetGlyphRangesDefault()
     return &ranges[0];
 }
 
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 const ImWchar*   ImFontAtlas::GetGlyphRangesGreek()
 {
     static const ImWchar ranges[] =
@@ -3360,10 +4833,6 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short*
     out_ranges[0] = 0;
 }
 
-//-------------------------------------------------------------------------
-// [SECTION] ImFontAtlas glyph ranges helpers
-//-------------------------------------------------------------------------
-
 const ImWchar*  ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
 {
     // Store 2500 regularly used characters for Simplified Chinese.
@@ -3563,6 +5032,7 @@ const ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()
     };
     return &ranges[0];
 }
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 
 //-----------------------------------------------------------------------------
 // [SECTION] ImFontGlyphRangesBuilder
@@ -3570,7 +5040,9 @@ const ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()
 
 void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
 {
-    while (text_end ? (text < text_end) : *text)
+    if (text_end == NULL)
+        text_end = text + strlen(text);
+    while (text < text_end)
     {
         unsigned int c = 0;
         int c_len = ImTextCharFromUtf8(&c, text, text_end);
@@ -3606,263 +5078,310 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
 // [SECTION] ImFont
 //-----------------------------------------------------------------------------
 
-ImFont::ImFont()
-{
-    FontSize = 0.0f;
-    FallbackAdvanceX = 0.0f;
-    FallbackChar = (ImWchar)-1;
-    EllipsisChar = (ImWchar)-1;
-    EllipsisWidth = EllipsisCharStep = 0.0f;
-    EllipsisCharCount = 0;
-    FallbackGlyph = NULL;
-    ContainerAtlas = NULL;
-    ConfigData = NULL;
-    ConfigDataCount = 0;
-    DirtyLookupTables = false;
-    Scale = 1.0f;
-    Ascent = Descent = 0.0f;
-    MetricsTotalSurface = 0;
-    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
-}
-
-ImFont::~ImFont()
+ImFontBaked::ImFontBaked()
 {
-    ClearOutputData();
+    memset(this, 0, sizeof(*this));
+    FallbackGlyphIndex = -1;
 }
 
-void    ImFont::ClearOutputData()
+void ImFontBaked::ClearOutputData()
 {
-    FontSize = 0.0f;
     FallbackAdvanceX = 0.0f;
     Glyphs.clear();
     IndexAdvanceX.clear();
     IndexLookup.clear();
-    FallbackGlyph = NULL;
-    ContainerAtlas = NULL;
-    DirtyLookupTables = true;
+    FallbackGlyphIndex = -1;
     Ascent = Descent = 0.0f;
     MetricsTotalSurface = 0;
-    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
 }
 
-static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
+ImFont::ImFont()
 {
-    for (int n = 0; n < candidate_chars_count; n++)
-        if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)
-            return candidate_chars[n];
-    return (ImWchar)-1;
+    memset(this, 0, sizeof(*this));
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    Scale = 1.0f;
+#endif
 }
 
-void ImFont::BuildLookupTable()
+ImFont::~ImFont()
 {
-    int max_codepoint = 0;
-    for (int i = 0; i != Glyphs.Size; i++)
-        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
+    ClearOutputData();
+}
 
-    // Build lookup table
-    IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!");
-    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
-    IndexAdvanceX.clear();
-    IndexLookup.clear();
-    DirtyLookupTables = false;
-    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
-    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;
+void ImFont::ClearOutputData()
+{
+    if (ImFontAtlas* atlas = OwnerAtlas)
+        ImFontAtlasFontDiscardBakes(atlas, this, 0);
+    FallbackChar = EllipsisChar = 0;
+    memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap));
+    LastBaked = NULL;
+}
 
-        // Mark 4K page as used
-        const int page_n = codepoint / 4096;
-        Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
-    }
+// API is designed this way to avoid exposing the 8K page size
+// e.g. use with IsGlyphRangeUnused(0, 255)
+bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
+{
+    unsigned int page_begin = (c_begin / 8192);
+    unsigned int page_last = (c_last / 8192);
+    for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
+        if ((page_n >> 3) < sizeof(Used8kPagesMap))
+            if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
+                return false;
+    return true;
+}
 
-    // 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)' '))
+// 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).
+// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font.
+ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph)
+{
+    int glyph_idx = baked->Glyphs.Size;
+    baked->Glyphs.push_back(*in_glyph);
+    ImFontGlyph* glyph = &baked->Glyphs[glyph_idx];
+    IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved.
+
+    // Set UV from packed rectangle
+    if (glyph->PackId != ImFontAtlasRectId_Invalid)
     {
-        if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times (FIXME: Flaky)
-            Glyphs.resize(Glyphs.Size + 1);
-        ImFontGlyph& tab_glyph = Glyphs.back();
-        tab_glyph = *FindGlyph((ImWchar)' ');
-        tab_glyph.Codepoint = '\t';
-        tab_glyph.AdvanceX *= IM_TABSIZE;
-        IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
-        IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
+        ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId);
+        IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f);
+        glyph->U0 = (r->x) * atlas->TexUvScale.x;
+        glyph->V0 = (r->y) * atlas->TexUvScale.y;
+        glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x;
+        glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y;
+        baked->MetricsTotalSurface += r->w * r->h;
     }
 
-    // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
-    SetGlyphVisible((ImWchar)' ', false);
-    SetGlyphVisible((ImWchar)'\t', false);
-
-    // Setup Fallback character
-    const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
-    FallbackGlyph = FindGlyphNoFallback(FallbackChar);
-    if (FallbackGlyph == NULL)
+    if (src != NULL)
     {
-        FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));
-        FallbackGlyph = FindGlyphNoFallback(FallbackChar);
-        if (FallbackGlyph == NULL)
+        // Clamp & recenter if needed
+        const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
+        const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+        float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
+        if (advance_x != glyph->AdvanceX)
         {
-            FallbackGlyph = &Glyphs.back();
-            FallbackChar = (ImWchar)FallbackGlyph->Codepoint;
+            float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f;
+            glyph->X0 += char_off_x;
+            glyph->X1 += char_off_x;
         }
-    }
-    FallbackAdvanceX = FallbackGlyph->AdvanceX;
-    for (int i = 0; i < max_codepoint + 1; i++)
-        if (IndexAdvanceX[i] < 0.0f)
-            IndexAdvanceX[i] = FallbackAdvanceX;
 
-    // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
-    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
-    // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
-    const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
-    const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };
-    if (EllipsisChar == (ImWchar)-1)
-        EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));
-    const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));
-    if (EllipsisChar != (ImWchar)-1)
-    {
-        EllipsisCharCount = 1;
-        EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1;
+        // Snap to pixel
+        if (src->PixelSnapH)
+            advance_x = IM_ROUND(advance_x);
+
+        // Bake spacing
+        glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX;
     }
-    else if (dot_char != (ImWchar)-1)
+    if (glyph->Colored)
+        atlas->TexPixelsUseColors = atlas->TexData->UseColors = true;
+
+    // Update lookup tables
+    const int codepoint = glyph->Codepoint;
+    ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+    baked->IndexAdvanceX[codepoint] = glyph->AdvanceX;
+    baked->IndexLookup[codepoint] = (ImU16)glyph_idx;
+    const int page_n = codepoint / 8192;
+    baked->OwnerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
+
+    return glyph;
+}
+
+// FIXME: Code is duplicated with code above.
+void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x)
+{
+    IM_UNUSED(atlas);
+    if (src != NULL)
     {
-        const ImFontGlyph* glyph = FindGlyph(dot_char);
-        EllipsisChar = dot_char;
-        EllipsisCharCount = 3;
-        EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f;
-        EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f;
+        // Clamp & recenter if needed
+        const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
+        const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+        advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
+
+        // Snap to pixel
+        if (src->PixelSnapH)
+            advance_x = IM_ROUND(advance_x);
+
+        // Bake spacing
+        advance_x += src->GlyphExtraAdvanceX;
     }
+
+    ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+    baked->IndexAdvanceX[codepoint] = advance_x;
 }
 
-// API is designed this way to avoid exposing the 4K page size
-// e.g. use with IsGlyphRangeUnused(0, 255)
-bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
+// Copy to texture, post-process and queue update for backend
+void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch)
 {
-    unsigned int page_begin = (c_begin / 4096);
-    unsigned int page_last = (c_last / 4096);
-    for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
-        if ((page_n >> 3) < sizeof(Used4kPagesMap))
-            if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
-                return false;
-    return true;
+    ImTextureData* tex = atlas->TexData;
+    IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height);
+    ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h);
+    ImFontAtlasPostProcessData pp_data = { atlas, baked->OwnerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h };
+    ImFontAtlasTextureBlockPostProcess(&pp_data);
+    ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);
 }
 
-void ImFont::SetGlyphVisible(ImWchar c, bool visible)
+void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint)
 {
-    if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
-        glyph->Visible = visible ? 1 : 0;
+    RemapPairs.SetInt((ImGuiID)from_codepoint, (int)to_codepoint);
 }
 
-void ImFont::GrowIndex(int new_size)
+// Find glyph, load if necessary, return fallback if missing
+ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c)
 {
-    IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
-    if (new_size <= IndexLookup.Size)
-        return;
-    IndexAdvanceX.resize(new_size, -1.0f);
-    IndexLookup.resize(new_size, (ImWchar)-1);
+    if (c < (size_t)IndexLookup.Size) IM_LIKELY
+    {
+        const int i = (int)IndexLookup.Data[c];
+        if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+            return &Glyphs.Data[FallbackGlyphIndex];
+        if (i != IM_FONTGLYPH_INDEX_UNUSED)
+            return &Glyphs.Data[i];
+    }
+    ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL);
+    return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex];
 }
 
-// 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).
-// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
-void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
+// Attempt to load but when missing, return NULL instead of FallbackGlyph
+ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c)
 {
-    if (cfg != NULL)
+    if (c < (size_t)IndexLookup.Size) IM_LIKELY
     {
-        // Clamp & recenter if needed
-        const float advance_x_original = advance_x;
-        advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
-        if (advance_x != advance_x_original)
-        {
-            float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
-            x0 += char_off_x;
-            x1 += char_off_x;
-        }
-
-        // Snap to pixel
-        if (cfg->PixelSnapH)
-            advance_x = IM_ROUND(advance_x);
-
-        // Bake spacing
-        advance_x += cfg->GlyphExtraSpacing.x;
-    }
-
-    Glyphs.resize(Glyphs.Size + 1);
-    ImFontGlyph& glyph = Glyphs.back();
-    glyph.Codepoint = (unsigned int)codepoint;
-    glyph.Visible = (x0 != x1) && (y0 != y1);
-    glyph.Colored = false;
-    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;
-
-    // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
-    // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
-    float pad = ContainerAtlas->TexGlyphPadding + 0.99f;
-    DirtyLookupTables = true;
-    MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);
+        const int i = (int)IndexLookup.Data[c];
+        if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+            return NULL;
+        if (i != IM_FONTGLYPH_INDEX_UNUSED)
+            return &Glyphs.Data[i];
+    }
+    LoadNoFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites.
+    ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL);
+    LoadNoFallback = false;
+    return glyph;
 }
 
-void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
+bool ImFontBaked::IsGlyphLoaded(ImWchar c)
 {
-    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
-    unsigned int index_size = (unsigned int)IndexLookup.Size;
+    if (c < (size_t)IndexLookup.Size) IM_LIKELY
+    {
+        const int i = (int)IndexLookup.Data[c];
+        if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+            return false;
+        if (i != IM_FONTGLYPH_INDEX_UNUSED)
+            return true;
+    }
+    return false;
+}
 
-    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;
+// This is not fast query
+bool ImFont::IsGlyphInFont(ImWchar c)
+{
+    ImFontAtlas* atlas = OwnerAtlas;
+    ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c);
+    for (ImFontConfig* src : Sources)
+    {
+        const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+        if (loader->FontSrcContainsGlyph != NULL && loader->FontSrcContainsGlyph(atlas, src, c))
+            return true;
+    }
+    return false;
+}
 
-    GrowIndex(dst + 1);
-    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
-    IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
+// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback().
+IM_MSVC_RUNTIME_CHECKS_OFF
+float ImFontBaked::GetCharAdvance(ImWchar c)
+{
+    if ((int)c < IndexAdvanceX.Size)
+    {
+        // Missing glyphs fitting inside index will have stored FallbackAdvanceX already.
+        const float x = IndexAdvanceX.Data[c];
+        if (x >= 0.0f)
+            return x;
+    }
+    return ImFontBaked_BuildLoadGlyphAdvanceX(this, c);
 }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
 
-const ImFontGlyph* ImFont::FindGlyph(ImWchar c)
+ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density)
 {
-    if (c >= (size_t)IndexLookup.Size)
-        return FallbackGlyph;
-    const ImWchar i = IndexLookup.Data[c];
-    if (i == (ImWchar)-1)
-        return FallbackGlyph;
-    return &Glyphs.Data[i];
+    struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data;
+    hashed_data.FontId = font_id;
+    hashed_data.BakedSize = baked_size;
+    hashed_data.RasterizerDensity = rasterizer_density;
+    return ImHashData(&hashed_data, sizeof(hashed_data));
 }
 
-const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c)
+// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames.
+ImFontBaked* ImFont::GetFontBaked(float size, float density)
 {
-    if (c >= (size_t)IndexLookup.Size)
-        return NULL;
-    const ImWchar i = IndexLookup.Data[c];
-    if (i == (ImWchar)-1)
+    ImFontBaked* baked = LastBaked;
+
+    // Round font size
+    // - ImGui::PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges)
+    size = ImGui::GetRoundedFontSize(size);
+
+    if (density < 0.0f)
+        density = CurrentRasterizerDensity;
+    if (baked && baked->Size == size && baked->RasterizerDensity == density)
+        return baked;
+
+    ImFontAtlas* atlas = OwnerAtlas;
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density);
+    if (baked == NULL)
         return NULL;
-    return &Glyphs.Data[i];
+    baked->LastUsedFrame = builder->FrameCount;
+    LastBaked = baked;
+    return baked;
+}
+
+ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density)
+{
+    // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria?
+    // FIXME-NEWATLAS: Altering font density won't work right away.
+    IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f);
+    ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density);
+    ImFontAtlasBuilder* builder = atlas->Builder;
+    ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id);
+    ImFontBaked* baked = *p_baked_in_map;
+    if (baked != NULL)
+    {
+        IM_ASSERT(baked->Size == font_size && baked->OwnerFont == font && baked->BakedId == baked_id);
+        return baked;
+    }
+
+    // If atlas is locked, find closest match
+    // FIXME-OPT: This is not an optimal query.
+    if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked)
+    {
+        baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density);
+        if (baked != NULL)
+            return baked;
+        if (atlas->Locked)
+        {
+            IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures!
+            return NULL;
+        }
+    }
+
+    // Create new
+    baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id);
+    *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can.
+    return baked;
 }
 
 // Trim trailing space and find beginning of next line
-static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
+const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags)
 {
-    while (text < text_end && ImCharIsBlankA(*text))
-        text++;
+    if ((flags & ImDrawTextFlags_WrapKeepBlanks) == 0)
+        while (text < text_end && ImCharIsBlankA(*text))
+            text++;
     if (*text == '\n')
         text++;
     return text;
 }
 
-#define ImFontGetCharAdvanceX(_FONT, _CH)  ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX)
-
 // Simple word-wrapping for English, not full-featured. Please submit failing cases!
 // This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
 // 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.)
-const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width)
+const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags)
 {
     // For references, possible wrap point marked with ^
     //  "aaa bbb, ccc,ddd. eee   fff. ggg!"
@@ -3875,6 +5394,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
 
     // Cut words that cannot possibly fit within one line.
     // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
+
+    ImFontBaked* baked = font->GetFontBaked(size);
+    const float scale = size / baked->Size;
+
     float line_width = 0.0f;
     float word_width = 0.0f;
     float blank_width = 0.0f;
@@ -3898,12 +5421,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
         if (c < 32)
         {
             if (c == '\n')
-            {
-                line_width = word_width = blank_width = 0.0f;
-                inside_word = true;
-                s = next_s;
-                continue;
-            }
+                return s; // Direct return, skip "Wrap_width is too small to fit anything" path.
             if (c == '\r')
             {
                 s = next_s;
@@ -3911,7 +5429,11 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
             }
         }
 
-        const float char_width = ImFontGetCharAdvanceX(this, c);
+        // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);'
+        float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f;
+        if (char_width < 0.0f)
+            char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c);
+
         if (ImCharIsBlankW(c))
         {
             if (inside_word)
@@ -3934,11 +5456,13 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
             {
                 prev_word_end = word_end;
                 line_width += word_width + blank_width;
+                if ((flags & ImDrawTextFlags_WrapKeepBlanks) && line_width <= wrap_width)
+                    prev_word_end = s;
                 word_width = blank_width = 0.0f;
             }
 
             // Allow wrapping after punctuation.
-            inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
+            inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"' && c != 0x3001 && c != 0x3002);
         }
 
         // We ignore blank width at the end of the line (they can be skipped)
@@ -3956,17 +5480,25 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
     // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
     // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
     if (s == text && text < text_end)
-        return s + 1;
+        return s + ImTextCountUtf8BytesFromChar(s, text_end);
     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 char* ImFont::CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width)
+{
+    return ImFontCalcWordWrapPositionEx(this, size, text, text_end, wrap_width, ImDrawTextFlags_None);
+}
+
+ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags)
 {
     if (!text_end)
-        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
+        text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this.
+    if (!text_end_display)
+        text_end_display = text_end;
 
+    ImFontBaked* baked = font->GetFontBaked(size);
     const float line_height = size;
-    const float scale = size / FontSize;
+    const float scale = line_height / baked->Size;
 
     ImVec2 text_size = ImVec2(0, 0);
     float line_width = 0.0f;
@@ -3975,13 +5507,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
     const char* word_wrap_eol = NULL;
 
     const char* s = text_begin;
-    while (s < text_end)
+    while (s < text_end_display)
     {
+        // Word-wrapping
         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);
+                word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, s, text_end, wrap_width - line_width, flags);
 
             if (s >= word_wrap_eol)
             {
@@ -3989,8 +5522,10 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
                     text_size.x = line_width;
                 text_size.y += line_height;
                 line_width = 0.0f;
+                s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks
+                if (flags & ImDrawTextFlags_StopOnNewLine)
+                    break;
                 word_wrap_eol = NULL;
-                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
                 continue;
             }
         }
@@ -4003,20 +5538,24 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
         else
             s += ImTextCharFromUtf8(&c, s, text_end);
 
-        if (c < 32)
+        if (c == '\n')
         {
-            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;
+            text_size.x = ImMax(text_size.x, line_width);
+            text_size.y += line_height;
+            line_width = 0.0f;
+            if (flags & ImDrawTextFlags_StopOnNewLine)
+                break;
+            continue;
         }
+        if (c == '\r')
+            continue;
+
+        // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);'
+        float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f;
+        if (char_width < 0.0f)
+            char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c);
+        char_width *= scale;
 
-        const float char_width = ImFontGetCharAdvanceX(this, c) * scale;
         if (line_width + char_width >= max_width)
         {
             s = prev_s;
@@ -4029,44 +5568,80 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
     if (text_size.x < line_width)
         text_size.x = line_width;
 
-    if (line_width > 0 || text_size.y == 0.0f)
+    if (out_offset != NULL)
+        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n
+
+    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
         text_size.y += line_height;
 
-    if (remaining)
-        *remaining = s;
+    if (out_remaining != NULL)
+        *out_remaining = s;
 
     return text_size;
 }
 
+ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** out_remaining)
+{
+    return ImFontCalcTextSizeEx(this, size, max_width, wrap_width, text_begin, text_end, text_end, out_remaining, NULL, ImDrawTextFlags_None);
+}
+
 // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
-void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c)
+void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip)
 {
-    const ImFontGlyph* glyph = FindGlyph(c);
+    ImFontBaked* baked = GetFontBaked(size);
+    const ImFontGlyph* glyph = baked->FindGlyph(c);
     if (!glyph || !glyph->Visible)
         return;
     if (glyph->Colored)
         col |= ~IM_COL32_A_MASK;
-    float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
+    float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f;
     float x = IM_TRUNC(pos.x);
     float y = IM_TRUNC(pos.y);
+
+    float x1 = x + glyph->X0 * scale;
+    float x2 = x + glyph->X1 * scale;
+    if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x))
+        return;
+    float y1 = y + glyph->Y0 * scale;
+    float y2 = y + glyph->Y1 * scale;
+    float u1 = glyph->U0;
+    float v1 = glyph->V0;
+    float u2 = glyph->U1;
+    float v2 = glyph->V1;
+
+    // Always CPU fine clip. Code extracted from RenderText().
+    // 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 != NULL)
+    {
+        if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; }
+        if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; }
+        if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; }
+        if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; }
+        if (y1 >= y2)
+            return;
+    }
     draw_list->PrimReserve(6, 4);
-    draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
+    draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col);
 }
 
 // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
-void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip)
+// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2025-2025. Use ImDrawList::AddText().
+void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, ImDrawTextFlags flags)
 {
-    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
+begin:
     float x = IM_TRUNC(pos.x);
     float y = IM_TRUNC(pos.y);
     if (y > clip_rect.w)
         return;
 
-    const float scale = size / FontSize;
-    const float line_height = FontSize * scale;
+    if (!text_end)
+        text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
+
+    const float line_height = size;
+    ImFontBaked* baked = GetFontBaked(size);
+
+    const float scale = size / baked->Size;
     const float origin_x = x;
     const bool word_wrap_enabled = (wrap_width > 0.0f);
 
@@ -4075,14 +5650,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
     if (y + line_height < clip_rect.y)
         while (y + line_height < clip_rect.y && s < text_end)
         {
-            const char* line_end = (const char*)memchr(s, '\n', text_end - s);
+            const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s);
             if (word_wrap_enabled)
             {
-                // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
-                // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
+                // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition().
+                // If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both.
                 // However it is still better than nothing performing the fast-forward!
-                s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width);
-                s = CalcWordWrapNextLineStartA(s, text_end);
+                s = ImFontCalcWordWrapPositionEx(this, size, s, line_end ? line_end : text_end, wrap_width, flags);
+                s = ImTextCalcWordWrapNextLineStart(s, text_end, flags);
             }
             else
             {
@@ -4099,7 +5674,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
         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 = (const char*)ImMemchr(s_end, '\n', text_end - s_end);
             s_end = s_end ? s_end + 1 : text_end;
             y_end += line_height;
         }
@@ -4116,6 +5691,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
     ImDrawVert*  vtx_write = draw_list->_VtxWritePtr;
     ImDrawIdx*   idx_write = draw_list->_IdxWritePtr;
     unsigned int vtx_index = draw_list->_VtxCurrentIdx;
+    const int cmd_count = draw_list->CmdBuffer.Size;
+    const bool cpu_fine_clip = (flags & ImDrawTextFlags_CpuFineClip) != 0;
 
     const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
     const char* word_wrap_eol = NULL;
@@ -4126,7 +5703,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
         {
             // 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 - origin_x));
+                word_wrap_eol = ImFontCalcWordWrapPositionEx(this, size, s, text_end, wrap_width - (x - origin_x), flags);
 
             if (s >= word_wrap_eol)
             {
@@ -4135,7 +5712,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
                 if (y > clip_rect.w)
                     break; // break out of main loop
                 word_wrap_eol = NULL;
-                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
+                s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks
                 continue;
             }
         }
@@ -4161,9 +5738,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
                 continue;
         }
 
-        const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
-        if (glyph == NULL)
-            continue;
+        const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c);
+        //if (glyph == NULL)
+        //    continue;
 
         float char_width = glyph->AdvanceX * scale;
         if (glyph->Visible)
@@ -4231,6 +5808,20 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
         x += char_width;
     }
 
+    // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used.
+    if (cmd_count != draw_list->CmdBuffer.Size) //-V547
+    {
+        IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0);
+        draw_list->CmdBuffer.pop_back();
+        draw_list->PrimUnreserve(idx_count_max, vtx_count_max);
+        draw_list->AddDrawCmd();
+        //IMGUI_DEBUG_LOG("RenderText: cancel and retry to missing glyphs.\n"); // [DEBUG]
+        //draw_list->AddRectFilled(pos, pos + ImVec2(10, 10), IM_COL32(255, 0, 0, 255)); // [DEBUG]
+        goto begin;
+        //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen?
+        //return;
+    }
+
     // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
     draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
     draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
@@ -4289,8 +5880,9 @@ void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir d
 
 void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
 {
-    // FIXME-OPT: This should be baked in font.
-    draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
+    // FIXME-OPT: This should be baked in font now that it's easier.
+    float font_size = draw_list->_Data->FontSize;
+    draw_list->AddCircleFilled(pos, font_size * 0.20f, col, (font_size < 22) ? 8 : (font_size < 40) ? 12 : 0); // Hardcode optimal/nice tessellation threshold
 }
 
 void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
@@ -4573,102 +6165,189 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i
 // Copyright (c) 2004, 2005 Tristan Grimmer
 // MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download)
 // Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
+// If you want a similar font which may be better scaled, consider using ProggyVector from the same author!
 //-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
+
 // 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$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
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-    "@-W$U%VEQ/,,>>#)D<h#`)h0:<Q6909ua+&VU%n2:cG3FJ-%@Bj-DgLr`Hw&HAKjKjseK</xKT*)B,N9X3]krc12t'pgTV(Lv-tL[xg_%=M_q7a^x?7Ubd>#%8cY#YZ?=,`Wdxu/ae&#"
-    "w6)R89tI#6@s'(6Bf7a&?S=^ZI_kS&ai`&=tE72L_D,;^R)7[$s<Eh#c&)q.MXI%#v9ROa5FZO%sF7q7Nwb&#ptUJ:aqJe$Sl68%.D###EC><?-aF&#RNQv>o8lKN%5/$(vdfq7+ebA#"
-    "u1p]ovUKW&Y%q]'>$1@-[xfn$7ZTp7mM,G,Ko7a&Gu%G[RMxJs[0MM%wci.LFDK)(<c`Q8N)jEIF*+?P2a8g%)$q]o2aH8C&<SibC/q,(e:v;-b#6[$NtDZ84Je2KNvB#$P5?tQ3nt(0"
-    "d=j.LQf./Ll33+(;q3L-w=8dX$#WF&uIJ@-bfI>%:_i2B5CsR8&9Z&#=mPEnm0f`<&c)QL5uJ#%u%lJj+D-r;BoF&#4DoS97h5g)E#o:&S4weDF,9^Hoe`h*L+_a*NrLW-1pG_&2UdB8"
-    "6e%B/:=>)N4xeW.*wft-;$'58-ESqr<b?UI(_%@[P46>#U`'6AQ]m&6/`Z>#S?YY#Vc;r7U2&326d=w&H####?TZ`*4?&.MK?LP8Vxg>$[QXc%QJv92.(Db*B)gb*BM9dM*hJMAo*c&#"
-    "b0v=Pjer]$gG&JXDf->'StvU7505l9$AFvgYRI^&<^b68?j#q9QX4SM'RO#&sL1IM.rJfLUAj221]d##DW=m83u5;'bYx,*Sl0hL(W;;$doB&O/TQ:(Z^xBdLjL<Lni;''X.`$#8+1GD"
-    ":k$YUWsbn8ogh6rxZ2Z9]%nd+>V#*8U_72Lh+2Q8Cj0i:6hp&$C/:p(HK>T8Y[gHQ4`4)'$Ab(Nof%V'8hL&#<NEdtg(n'=S1A(Q1/I&4([%dM`,Iu'1:_hL>SfD07&6D<fp8dHM7/g+"
-    "tlPN9J*rKaPct&?'uBCem^jn%9_K)<,C5K3s=5g&GmJb*[SYq7K;TRLGCsM-$$;S%:Y@r7AK0pprpL<Lrh,q7e/%KWK:50I^+m'vi`3?%Zp+<-d+$L-Sv:@.o19n$s0&39;kn;S%BSq*"
-    "$3WoJSCLweV[aZ'MQIjO<7;X-X;&+dMLvu#^UsGEC9WEc[X(wI7#2.(F0jV*eZf<-Qv3J-c+J5AlrB#$p(H68LvEA'q3n0#m,[`*8Ft)FcYgEud]CWfm68,(aLA$@EFTgLXoBq/UPlp7"
-    ":d[/;r_ix=:TF`S5H-b<LI&HY(K=h#)]Lk$K14lVfm:x$H<3^Ql<M`$OhapBnkup'D#L$Pb_`N*g]2e;X/Dtg,bsj&K#2[-:iYr'_wgH)NUIR8a1n#S?Yej'h8^58UbZd+^FKD*T@;6A"
-    "7aQC[K8d-(v6GI$x:T<&'Gp5Uf>@M.*J:;$-rv29'M]8qMv-tLp,'886iaC=Hb*YJoKJ,(j%K=H`K.v9HggqBIiZu'QvBT.#=)0ukruV&.)3=(^1`o*Pj4<-<aN((^7('#Z0wK#5GX@7"
-    "u][`*S^43933A4rl][`*O4CgLEl]v$1Q3AeF37dbXk,.)vj#x'd`;qgbQR%FW,2(?LO=s%Sc68%NP'##Aotl8x=BE#j1UD([3$M(]UI2LX3RpKN@;/#f'f/&_mt&F)XdF<9t4)Qa.*kT"
-    "LwQ'(TTB9.xH'>#MJ+gLq9-##@HuZPN0]u:h7.T..G:;$/Usj(T7`Q8tT72LnYl<-qx8;-HV7Q-&Xdx%1a,hC=0u+HlsV>nuIQL-5<N?)NBS)QN*_I,?&)2'IM%L3I)X((e/dl2&8'<M"
-    ":^#M*Q+[T.Xri.LYS3v%fF`68h;b-X[/En'CR.q7E)p'/kle2HM,u;^%OKC-N+Ll%F9CF<Nf'^#t2L,;27W:0O@6##U6W7:$rJfLWHj$#)woqBefIZ.PK<b*t7ed;p*_m;4ExK#h@&]>"
-    "_>@kXQtMacfD.m-VAb8;IReM3$wf0''hra*so568'Ip&vRs849'MRYSp%:t:h5qSgwpEr$B>Q,;s(C#$)`svQuF$##-D,##,g68@2[T;.XSdN9Qe)rpt._K-#5wF)sP'##p#C0c%-Gb%"
-    "hd+<-j'Ai*x&&HMkT]C'OSl##5RG[JXaHN;d'uA#x._U;.`PU@(Z3dt4r152@:v,'R.Sj'w#0<-;kPI)FfJ&#AYJ&#//)>-k=m=*XnK$>=)72L]0I%>.G690a:$##<,);?;72#?x9+d;"
-    "^V'9;jY@;)br#q^YQpx:X#Te$Z^'=-=bGhLf:D6&bNwZ9-ZD#n^9HhLMr5G;']d&6'wYmTFmL<LD)F^%[tC'8;+9E#C$g%#5Y>q9wI>P(9mI[>kC-ekLC/R&CH+s'B;K-M6$EB%is00:"
-    "+A4[7xks.LrNk0&E)wILYF@2L'0Nb$+pv<(2.768/FrY&h$^3i&@+G%JT'<-,v`3;_)I9M^AE]CN?Cl2AZg+%4iTpT3<n-&%H%b<FDj2M<hH=&Eh<2Len$b*aTX=-8QxN)k11IM1c^j%"
-    "9s<L<NFSo)B?+<-(GxsF,^-Eh@$4dXhN$+#rxK8'je'D7k`e;)2pYwPA'_p9&@^18ml1^[@g4t*[JOa*[=Qp7(qJ_oOL^('7fB&Hq-:sf,sNj8xq^>$U4O]GKx'm9)b@p7YsvK3w^YR-"
-    "CdQ*:Ir<($u&)#(&?L9Rg3H)4fiEp^iI9O8KnTj,]H?D*r7'M;PwZ9K0E^k&-cpI;.p/6_vwoFMV<->#%Xi.LxVnrU(4&8/P+:hLSKj$#U%]49t'I:rgMi'FL@a:0Y-uA[39',(vbma*"
-    "hU%<-SRF`Tt:542R_VV$p@[p8DV[A,?1839FWdF<TddF<9Ah-6&9tWoDlh]&1SpGMq>Ti1O*H&#(AL8[_P%.M>v^-))qOT*F5Cq0`Ye%+$B6i:7@0IX<N+T+0MlMBPQ*Vj>SsD<U4JHY"
-    "8kD2)2fU/M#$e.)T4,_=8hLim[&);?UkK'-x?'(:siIfL<$pFM`i<?%W(mGDHM%>iWP,##P`%/L<eXi:@Z9C.7o=@(pXdAO/NLQ8lPl+HPOQa8wD8=^GlPa8TKI1CjhsCTSLJM'/Wl>-"
-    "S(qw%sf/@%#B6;/U7K]uZbi^Oc^2n<bhPmUkMw>%t<)'mEVE''n`WnJra$^TKvX5B>;_aSEK',(hwa0:i4G?.Bci.(X[?b*($,=-n<.Q%`(X=?+@Am*Js0&=3bh8K]mL<LoNs'6,'85`"
-    "0?t/'_U59@]ddF<#LdF<eWdF<OuN/45rY<-L@&#+fm>69=Lb,OcZV/);TTm8VI;?%OtJ<(b4mq7M6:u?KRdF<gR@2L=FNU-<b[(9c/ML3m;Z[$oF3g)GAWqpARc=<ROu7cL5l;-[A]%/"
-    "+fsd;l#SafT/f*W]0=O'$(Tb<[)*@e775R-:Yob%g*>l*:xP?Yb.5)%w_I?7uk5JC+FS(m#i'k.'a0i)9<7b'fs'59hq$*5Uhv##pi^8+hIEBF`nvo`;'l0.^S1<-wUK2/Coh58KKhLj"
-    "M=SO*rfO`+qC`W-On.=AJ56>>i2@2LH6A:&5q`?9I3@@'04&p2/LVa*T-4<-i3;M9UvZd+N7>b*eIwg:CC)c<>nO&#<IGe;__.thjZl<%w(Wk2xmp4Q@I#I9,DF]u7-P=.-_:YJ]aS@V"
-    "?6*C()dOp7:WL,b&3Rg/.cmM9&r^>$(>.Z-I&J(Q0Hd5Q%7Co-b`-c<N(6r@ip+AurK<m86QIth*#v;-OBqi+L7wDE-Ir8K['m+DDSLwK&/.?-V%U_%3:qKNu$_b*B-kp7NaD'QdWQPK"
-    "Yq[@>P)hI;*_F]u`Rb[.j8_Q/<&>uu+VsH$sM9TA%?)(vmJ80),P7E>)tjD%2L=-t#fK[%`v=Q8<FfNkgg^oIbah*#8/Qt$F&:K*-(N/'+1vMB,u()-a.VUU*#[e%gAAO(S>WlA2);Sa"
-    ">gXm8YB`1d@K#n]76-a$U,mF<fX]idqd)<3,]J7JmW4`6]uks=4-72L(jEk+:bJ0M^q-8Dm_Z?0olP1C9Sa&H[d&c$ooQUj]Exd*3ZM@-WGW2%s',B-_M%>%Ul:#/'xoFM9QX-$.QN'>"
-    "[%$Z$uF6pA6Ki2O5:8w*vP1<-1`[G,)-m#>0`P&#eb#.3i)rtB61(o'$?X3B</R90;eZ]%Ncq;-Tl]#F>2Qft^ae_5tKL9MUe9b*sLEQ95C&`=G?@Mj=wh*'3E>=-<)Gt*Iw)'QG:`@I"
-    "wOf7&]1i'S01B+Ev/Nac#9S;=;YQpg_6U`*kVY39xK,[/6Aj7:'1Bm-_1EYfa1+o&o4hp7KN_Q(OlIo@S%;jVdn0'1<Vc52=u`3^o-n1'g4v58Hj&6_t7$##?M)c<$bgQ_'SY((-xkA#"
-    "Y(,p'H9rIVY-b,'%bCPF7.J<Up^,(dU1VY*5#WkTU>h19w,WQhLI)3S#f$2(eb,jr*b;3Vw]*7NH%$c4Vs,eD9>XW8?N]o+(*pgC%/72LV-u<Hp,3@e^9UB1J+ak9-TN/mhKPg+AJYd$"
-    "MlvAF_jCK*.O-^(63adMT->W%iewS8W6m2rtCpo'RS1R84=@paTKt)>=%&1[)*vp'u+x,VrwN;&]kuO9JDbg=pO$J*.jVe;u'm0dr9l,<*wMK*Oe=g8lV_KEBFkO'oU]^=[-792#ok,)"
-    "i]lR8qQ2oA8wcRCZ^7w/Njh;?.stX?Q1>S1q4Bn$)K1<-rGdO'$Wr.Lc.CG)$/*JL4tNR/,SVO3,aUw'DJN:)Ss;wGn9A32ijw%FL+Z0Fn.U9;reSq)bmI32U==5ALuG&#Vf1398/pVo"
-    "1*c-(aY168o<`JsSbk-,1N;$>0:OUas(3:8Z972LSfF8eb=c-;>SPw7.6hn3m`9^Xkn(r.qS[0;T%&Qc=+STRxX'q1BNk3&*eu2;&8q$&x>Q#Q7^Tf+6<(d%ZVmj2bDi%.3L2n+4W'$P"
-    "iDDG)g,r%+?,$@?uou5tSe2aN_AQU*<h`e-GI7)?OK2A.d7_c)?wQ5AS@DL3r#7fSkgl6-++D:'A,uq7SvlB$pcpH'q3n0#_%dY#xCpr-l<F0NR@-##FEV6NTF6##$l84N1w?AO>'IAO"
-    "URQ##V^Fv-XFbGM7Fl(N<3DhLGF%q.1rC$#:T__&Pi68%0xi_&[qFJ(77j_&JWoF.V735&T,[R*:xFR*K5>>#`bW-?4Ne_&6Ne_&6Ne_&n`kr-#GJcM6X;uM6X;uM(.a..^2TkL%oR(#"
-    ";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T<XoIB&hx=T1PcDaB&;HH+-AFr?(m9HZV)FKS8JCw;SD=6[^/DZUL`EUDf]GGlG&>"
-    "w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#<xU?#@.i?#D:%@#HF7@#LRI@#P_[@#Tkn@#Xw*A#]-=A#a9OA#"
-    "d<F&#*;G##.GY##2Sl##6`($#:l:$#>xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4&#3^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4"
-    "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#"
-    "/QHC#3^ZC#7jmC#;v)D#?,<D#C8ND#GDaD#KPsD#O]/E#g1A5#KA*1#gC17#MGd;#8(02#L-d3#rWM4#Hga1#,<w0#T.j<#O#'2#CYN1#qa^:#_4m3#o@/=#eG8=#t8J5#`+78#4uI-#"
-    "m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#"
-    "TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP"
-    "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
-    "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
-
-static const char* GetDefaultCompressedFontDataTTFBase85()
-{
-    return proggy_clean_ttf_compressed_data_base85;
+// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf
+static const unsigned int proggy_clean_ttf_compressed_size = 9583;
+static const unsigned char proggy_clean_ttf_compressed_data[9583] =
+{
+    87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116,
+    32,130,23,130,2,33,4,252,130,4,56,2,103,108,121,102,18,175,137,86,0,0,7,4,0,0,146,128,104,101,97,100,215,145,102,211,130,27,32,204,130,3,33,54,104,130,16,39,8,66,1,195,0,0,1,4,130,
+    15,59,36,104,109,116,120,138,0,126,128,0,0,1,152,0,0,2,6,108,111,99,97,140,115,176,216,0,0,5,130,30,41,2,4,109,97,120,112,1,174,0,218,130,31,32,40,130,16,44,32,110,97,109,101,37,89,
+    187,150,0,0,153,132,130,19,44,158,112,111,115,116,166,172,131,239,0,0,155,36,130,51,44,210,112,114,101,112,105,2,1,18,0,0,4,244,130,47,32,8,132,203,46,1,0,0,60,85,233,213,95,15,60,
+    245,0,3,8,0,131,0,34,183,103,119,130,63,43,0,0,189,146,166,215,0,0,254,128,3,128,131,111,130,241,33,2,0,133,0,32,1,130,65,38,192,254,64,0,0,3,128,131,16,130,5,32,1,131,7,138,3,33,2,
+    0,130,17,36,1,1,0,144,0,130,121,130,23,38,2,0,8,0,64,0,10,130,9,32,118,130,9,130,6,32,0,130,59,33,1,144,131,200,35,2,188,2,138,130,16,32,143,133,7,37,1,197,0,50,2,0,131,0,33,4,9,131,
+    5,145,3,43,65,108,116,115,0,64,0,0,32,172,8,0,131,0,35,5,0,1,128,131,77,131,3,33,3,128,191,1,33,1,128,130,184,35,0,0,128,0,130,3,131,11,32,1,130,7,33,0,128,131,1,32,1,136,9,32,0,132,
+    15,135,5,32,1,131,13,135,27,144,35,32,1,149,25,131,21,32,0,130,0,32,128,132,103,130,35,132,39,32,0,136,45,136,97,133,17,130,5,33,0,0,136,19,34,0,128,1,133,13,133,5,32,128,130,15,132,
+    131,32,3,130,5,32,3,132,27,144,71,32,0,133,27,130,29,130,31,136,29,131,63,131,3,65,63,5,132,5,132,205,130,9,33,0,0,131,9,137,119,32,3,132,19,138,243,130,55,32,1,132,35,135,19,131,201,
+    136,11,132,143,137,13,130,41,32,0,131,3,144,35,33,128,0,135,1,131,223,131,3,141,17,134,13,136,63,134,15,136,53,143,15,130,96,33,0,3,131,4,130,3,34,28,0,1,130,5,34,0,0,76,130,17,131,
+    9,36,28,0,4,0,48,130,17,46,8,0,8,0,2,0,0,0,127,0,255,32,172,255,255,130,9,34,0,0,129,132,9,130,102,33,223,213,134,53,132,22,33,1,6,132,6,64,4,215,32,129,165,216,39,177,0,1,141,184,
+    1,255,133,134,45,33,198,0,193,1,8,190,244,1,28,1,158,2,20,2,136,2,252,3,20,3,88,3,156,3,222,4,20,4,50,4,80,4,98,4,162,5,22,5,102,5,188,6,18,6,116,6,214,7,56,7,126,7,236,8,78,8,108,
+    8,150,8,208,9,16,9,74,9,136,10,22,10,128,11,4,11,86,11,200,12,46,12,130,12,234,13,94,13,164,13,234,14,80,14,150,15,40,15,176,16,18,16,116,16,224,17,82,17,182,18,4,18,110,18,196,19,
+    76,19,172,19,246,20,88,20,174,20,234,21,64,21,128,21,166,21,184,22,18,22,126,22,198,23,52,23,142,23,224,24,86,24,186,24,238,25,54,25,150,25,212,26,72,26,156,26,240,27,92,27,200,28,
+    4,28,76,28,150,28,234,29,42,29,146,29,210,30,64,30,142,30,224,31,36,31,118,31,166,31,166,32,16,130,1,52,46,32,138,32,178,32,200,33,20,33,116,33,152,33,238,34,98,34,134,35,12,130,1,
+    33,128,35,131,1,60,152,35,176,35,216,36,0,36,74,36,104,36,144,36,174,37,6,37,96,37,130,37,248,37,248,38,88,38,170,130,1,8,190,216,39,64,39,154,40,10,40,104,40,168,41,14,41,32,41,184,
+    41,248,42,54,42,96,42,96,43,2,43,42,43,94,43,172,43,230,44,32,44,52,44,154,45,40,45,92,45,120,45,170,45,232,46,38,46,166,47,38,47,182,47,244,48,94,48,200,49,62,49,180,50,30,50,158,
+    51,30,51,130,51,238,52,92,52,206,53,58,53,134,53,212,54,38,54,114,54,230,55,118,55,216,56,58,56,166,57,18,57,116,57,174,58,46,58,154,59,6,59,124,59,232,60,58,60,150,61,34,61,134,61,
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+    84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121,
+    0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111,
+    0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14,
+    1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0,
+    22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0,
+    57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0,
+    92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1,
+    63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170,
+    0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0,
+    212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0,
+    161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141,
+    14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,
+    141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114,
+    111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,
+    32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,
+    239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247,
+};
+
+static const char* GetDefaultCompressedFontDataTTF(int* out_size)
+{
+    *out_size = proggy_clean_ttf_compressed_size;
+    return (const char*)proggy_clean_ttf_compressed_data;
 }
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT
 
 #endif // #ifndef IMGUI_DISABLE
diff --git a/external/imgui/imgui_internal.h b/external/imgui/imgui_internal.h
index 49452ab..f577c17 100644
--- a/external/imgui/imgui_internal.h
+++ b/external/imgui/imgui_internal.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5
+// dear imgui, v1.92.5
 // (internal structures/api)
 
 // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@@ -14,6 +14,7 @@ Index of this file:
 // [SECTION] Macros
 // [SECTION] Generic helpers
 // [SECTION] ImDrawList support
+// [SECTION] Style support
 // [SECTION] Data types support
 // [SECTION] Widgets support: flags, enums, data structures
 // [SECTION] Popup support
@@ -36,6 +37,7 @@ Index of this file:
 // [SECTION] Tab bar, Tab item support
 // [SECTION] Table support
 // [SECTION] ImGui internal API
+// [SECTION] ImFontLoader
 // [SECTION] ImFontAtlas internal API
 // [SECTION] Test Engine specific hooks (imgui_test_engine)
 
@@ -61,14 +63,22 @@ Index of this file:
 #if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE)
 #define IMGUI_ENABLE_SSE
 #include <immintrin.h>
+#if (defined __AVX__ || defined __SSE4_2__)
+#define IMGUI_ENABLE_SSE4_2
+#include <nmmintrin.h>
+#endif
+#endif
+// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213
+#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__)
+#define IMGUI_ENABLE_SSE4_2_CRC
 #endif
 
 // Visual Studio warnings
 #ifdef _MSC_VER
 #pragma warning (push)
 #pragma warning (disable: 4251)     // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
-#pragma warning (disable: 26812)    // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
 #pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
 #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
 #pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types
 #endif
@@ -93,6 +103,7 @@ Index of this file:
 #elif defined(__GNUC__)
 #pragma GCC diagnostic push
 #pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
 #pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
 #pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
 #endif
@@ -121,16 +132,26 @@ Index of this file:
 // [SECTION] Forward declarations
 //-----------------------------------------------------------------------------
 
+// Utilities
+// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImStableVector<>, ImPool<>, ImChunkStream<>)
 struct ImBitVector;                 // Store 1-bit per value
 struct ImRect;                      // An axis-aligned rectangle (2 points)
+struct ImGuiTextIndex;              // Maintain a line index for a text buffer.
+
+// ImDrawList/ImFontAtlas
 struct ImDrawDataBuilder;           // Helper to build a ImDrawData instance
 struct ImDrawListSharedData;        // Data shared between all ImDrawList instances
+struct ImFontAtlasBuilder;          // Internal storage for incrementally packing and building a ImFontAtlas
+struct ImFontAtlasPostProcessData;  // Data available to potential texture post-processing functions
+struct ImFontAtlasRectEntry;        // Packed rectangle lookup entry
+
+// ImGui
 struct ImGuiBoxSelectState;         // Box-selection state (currently used by multi-selection, could potentially be used by others)
 struct ImGuiColorMod;               // Stacked color modifier, backup of modified data so we can restore it
 struct ImGuiContext;                // Main Dear ImGui context
 struct ImGuiContextHook;            // Hook for extensions like ImGuiTestEngine
-struct ImGuiDataVarInfo;            // Variable information (e.g. to access style variables from an enum)
 struct ImGuiDataTypeInfo;           // Type information associated to a ImGuiDataType enum
+struct ImGuiDeactivatedItemData;    // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function.
 struct ImGuiErrorRecoveryState;     // Storage of stack sizes for error handling and recovery
 struct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup()
 struct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box
@@ -149,6 +170,7 @@ struct ImGuiOldColumns;             // Storage data for a columns set for legacy
 struct ImGuiPopupData;              // Storage for current popup stack
 struct ImGuiSettingsHandler;        // Storage for one type registered in the .ini file
 struct ImGuiStyleMod;               // Stacked style modifier, backup of modified data so we can restore it
+struct ImGuiStyleVarInfo;           // Style variable information (e.g. to access style variables from an enum)
 struct ImGuiTabBar;                 // Storage for a tab bar
 struct ImGuiTabItem;                // Storage for a tab item (within a tab bar)
 struct ImGuiTable;                  // Storage for a table
@@ -171,6 +193,7 @@ enum ImGuiLocKey : int;                 // -> enum ImGuiLocKey              // E
 typedef int ImGuiLayoutType;            // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical
 
 // Flags
+typedef int ImDrawTextFlags;            // -> enum ImDrawTextFlags_         // Flags: for ImTextCalcWordWrapPositionEx()
 typedef int ImGuiActivateFlags;         // -> enum ImGuiActivateFlags_      // Flags: for navigation/focus function (will be for ActivateItem() later)
 typedef int ImGuiDebugLogFlags;         // -> enum ImGuiDebugLogFlags_      // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
 typedef int ImGuiFocusRequestFlags;     // -> enum ImGuiFocusRequestFlags_  // Flags: for FocusWindow()
@@ -186,8 +209,13 @@ typedef int ImGuiSeparatorFlags;        // -> enum ImGuiSeparatorFlags_     // F
 typedef int ImGuiTextFlags;             // -> enum ImGuiTextFlags_          // Flags: for TextEx()
 typedef int ImGuiTooltipFlags;          // -> enum ImGuiTooltipFlags_       // Flags: for BeginTooltipEx()
 typedef int ImGuiTypingSelectFlags;     // -> enum ImGuiTypingSelectFlags_  // Flags: for GetTypingSelectRequest()
+typedef int ImGuiWindowBgClickFlags;    // -> enum ImGuiWindowBgClickFlags_ // Flags: for overriding behavior of clicking on window background/void.
 typedef int ImGuiWindowRefreshFlags;    // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()
 
+// Table column indexing
+typedef ImS16 ImGuiTableColumnIdx;
+typedef ImU16 ImGuiTableDrawChannelIdx;
+
 //-----------------------------------------------------------------------------
 // [SECTION] Context pointer
 // See implementation of this variable in imgui.cpp for comments and details.
@@ -212,12 +240,7 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 #endif
 
 // Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
-#ifndef IMGUI_DISABLE_DEBUG_TOOLS
-#define IMGUI_DEBUG_LOG(...)            ImGui::DebugLog(__VA_ARGS__)
-#else
-#define IMGUI_DEBUG_LOG(...)            ((void)0)
-#endif
-#define IMGUI_DEBUG_LOG_ERROR(...)      do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0)
+#define IMGUI_DEBUG_LOG_ERROR(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError)       IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0)
 #define IMGUI_DEBUG_LOG_ACTIVEID(...)   do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 #define IMGUI_DEBUG_LOG_FOCUS(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 #define IMGUI_DEBUG_LOG_POPUP(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
@@ -225,6 +248,7 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 #define IMGUI_DEBUG_LOG_SELECTION(...)  do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)   IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 #define IMGUI_DEBUG_LOG_CLIPPER(...)    do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper)     IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 #define IMGUI_DEBUG_LOG_IO(...)         do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)          IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_FONT(...)       do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context.
 #define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 
 // Static Asserts
@@ -254,10 +278,8 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 #define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255
 #define IM_TRUNC(_VAL)                  ((float)(int)(_VAL))                                    // ImTrunc() is not inlined in MSVC debug builds
 #define IM_ROUND(_VAL)                  ((float)(int)((_VAL) + 0.5f))                           //
-#define IM_STRINGIFY_HELPER(_X)         #_X
-#define IM_STRINGIFY(_X)                IM_STRINGIFY_HELPER(_X)                                 // Preprocessor idiom to stringify e.g. an integer.
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-#define IM_FLOOR IM_TRUNC
+#define IM_FLOOR IM_TRUNC               // [OBSOLETE] Renamed in 1.90.0 (Sept 2023)
 #endif
 
 // Hint for branch prediction
@@ -313,6 +335,7 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 #define IM_PRIu64   "llu"
 #define IM_PRIX64   "llX"
 #endif
+#define IM_TEXTUREID_TO_U64(_TEXID) ((ImU64)(intptr_t)(_TEXID))
 
 //-----------------------------------------------------------------------------
 // [SECTION] Generic helpers
@@ -334,6 +357,7 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 // - Helper: ImBitArray
 // - Helper: ImBitVector
 // - Helper: ImSpan<>, ImSpanAllocator<>
+// - Helper: ImStableVector<>
 // - Helper: ImPool<>
 // - Helper: ImChunkStream<>
 // - Helper: ImGuiTextIndex
@@ -343,25 +367,30 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 // Helpers: Hashing
 IMGUI_API ImGuiID       ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);
 IMGUI_API ImGuiID       ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);
+IMGUI_API const char*   ImHashSkipUncontributingPrefix(const char* label);
 
 // Helpers: Sorting
 #ifndef ImQsort
-static inline void      ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }
+inline void             ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }
 #endif
 
 // Helpers: Color Blending
 IMGUI_API ImU32         ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
 
 // Helpers: Bit manipulation
-static inline bool      ImIsPowerOfTwo(int v)           { return v != 0 && (v & (v - 1)) == 0; }
-static inline bool      ImIsPowerOfTwo(ImU64 v)         { return v != 0 && (v & (v - 1)) == 0; }
-static inline int       ImUpperPowerOfTwo(int v)        { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+inline bool             ImIsPowerOfTwo(int v)               { return v != 0 && (v & (v - 1)) == 0; }
+inline bool             ImIsPowerOfTwo(ImU64 v)             { return v != 0 && (v & (v - 1)) == 0; }
+inline int              ImUpperPowerOfTwo(int v)            { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+inline unsigned int     ImCountSetBits(unsigned int v)      { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; }
 
 // Helpers: String
+#define ImStrlen strlen
+#define ImMemchr memchr
 IMGUI_API int           ImStricmp(const char* str1, const char* str2);                      // Case insensitive compare.
 IMGUI_API int           ImStrnicmp(const char* str1, const char* str2, size_t count);       // Case insensitive compare to a certain count.
 IMGUI_API void          ImStrncpy(char* dst, const char* src, size_t count);                // Copy to a certain count and always zero terminate (strncpy doesn't).
 IMGUI_API char*         ImStrdup(const char* str);                                          // Duplicate a string.
+IMGUI_API void*         ImMemdup(const void* src, size_t size);                             // Duplicate a chunk of memory.
 IMGUI_API char*         ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);        // Copy in provided buffer, recreate buffer if needed.
 IMGUI_API const char*   ImStrchrRange(const char* str_begin, const char* str_end, char c);  // Find first occurrence of 'c' in string range.
 IMGUI_API const char*   ImStreolRange(const char* str, const char* str_end);                // End end-of-line
@@ -371,10 +400,10 @@ IMGUI_API const char*   ImStrSkipBlank(const char* str);
 IMGUI_API int           ImStrlenW(const ImWchar* str);                                      // Computer string length (ImWchar string)
 IMGUI_API const char*   ImStrbol(const char* buf_mid_line, const char* buf_begin);          // Find beginning-of-line
 IM_MSVC_RUNTIME_CHECKS_OFF
-static inline char      ImToUpper(char c)               { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
-static inline bool      ImCharIsBlankA(char c)          { return c == ' ' || c == '\t'; }
-static inline bool      ImCharIsBlankW(unsigned int c)  { return c == ' ' || c == '\t' || c == 0x3000; }
-static inline bool      ImCharIsXdigitA(char c)         { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); }
+inline char             ImToUpper(char c)               { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
+inline bool             ImCharIsBlankA(char c)          { return c == ' ' || c == '\t'; }
+inline bool             ImCharIsBlankW(unsigned int c)  { return c == ' ' || c == '\t' || c == 0x3000; }
+inline bool             ImCharIsXdigitA(char c)         { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); }
 IM_MSVC_RUNTIME_CHECKS_RESTORE
 
 // Helpers: Formatting
@@ -390,25 +419,38 @@ IMGUI_API const char*   ImParseFormatSanitizeForScanning(const char* fmt_in, cha
 IMGUI_API int           ImParseFormatPrecision(const char* format, int default_value);
 
 // Helpers: UTF-8 <> wchar conversions
-IMGUI_API const char*   ImTextCharToUtf8(char out_buf[5], unsigned int c);                                                      // return out_buf
+IMGUI_API int           ImTextCharToUtf8(char out_buf[5], unsigned int c);                                                      // return output UTF-8 bytes count
 IMGUI_API int           ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end);   // return output UTF-8 bytes count
 IMGUI_API int           ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);               // read one character. return input UTF-8 bytes count
 IMGUI_API int           ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count
 IMGUI_API int           ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                                 // return number of UTF-8 code-points (NOT bytes count)
 IMGUI_API int           ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end);                             // return number of bytes to express one char in UTF-8
 IMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                        // return number of bytes to express string in UTF-8
-IMGUI_API const char*   ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr);                   // return previous UTF-8 code-point.
+IMGUI_API const char*   ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p);                           // return previous UTF-8 code-point.
+IMGUI_API const char*   ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p);  // return previous UTF-8 code-point if 'in_p' is not the end of a valid one.
 IMGUI_API int           ImTextCountLines(const char* in_text, const char* in_text_end);                                         // return number of lines taken by text. trailing carriage return doesn't count as an extra line.
 
+// Helpers: High-level text functions (DO NOT USE!!! THIS IS A MINIMAL SUBSET OF LARGER UPCOMING CHANGES)
+enum ImDrawTextFlags_
+{
+    ImDrawTextFlags_None                = 0,
+    ImDrawTextFlags_CpuFineClip         = 1 << 0,    // Must be == 1/true for legacy with 'bool cpu_fine_clip' arg to RenderText()
+    ImDrawTextFlags_WrapKeepBlanks      = 1 << 1,
+    ImDrawTextFlags_StopOnNewLine       = 1 << 2,
+};
+IMGUI_API ImVec2        ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags);
+IMGUI_API const char*   ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags = 0);
+IMGUI_API const char*   ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags = 0); // trim trailing space and find beginning of next line
+
 // Helpers: File System
 #ifdef IMGUI_DISABLE_FILE_FUNCTIONS
 #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
 typedef void* ImFileHandle;
-static inline ImFileHandle  ImFileOpen(const char*, const char*)                    { return NULL; }
-static inline bool          ImFileClose(ImFileHandle)                               { return false; }
-static inline ImU64         ImFileGetSize(ImFileHandle)                             { return (ImU64)-1; }
-static inline ImU64         ImFileRead(void*, ImU64, ImU64, ImFileHandle)           { return 0; }
-static inline ImU64         ImFileWrite(const void*, ImU64, ImU64, ImFileHandle)    { return 0; }
+inline ImFileHandle         ImFileOpen(const char*, const char*)                    { return NULL; }
+inline bool                 ImFileClose(ImFileHandle)                               { return false; }
+inline ImU64                ImFileGetSize(ImFileHandle)                             { return (ImU64)-1; }
+inline ImU64                ImFileRead(void*, ImU64, ImU64, ImFileHandle)           { return 0; }
+inline ImU64                ImFileWrite(const void*, ImU64, ImU64, ImFileHandle)    { return 0; }
 #endif
 #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
 typedef FILE* ImFileHandle;
@@ -435,54 +477,56 @@ IM_MSVC_RUNTIME_CHECKS_OFF
 #define ImAtan2(Y, X)       atan2f((Y), (X))
 #define ImAtof(STR)         atof(STR)
 #define ImCeil(X)           ceilf(X)
-static inline float  ImPow(float x, float y)    { return powf(x, y); }          // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
-static inline double ImPow(double x, double y)  { return pow(x, y); }
-static inline float  ImLog(float x)             { return logf(x); }             // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
-static inline double ImLog(double x)            { return log(x); }
-static inline int    ImAbs(int x)               { return x < 0 ? -x : x; }
-static inline float  ImAbs(float x)             { return fabsf(x); }
-static inline double ImAbs(double x)            { return fabs(x); }
-static inline float  ImSign(float x)            { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument
-static inline double ImSign(double x)           { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }
+inline float  ImPow(float x, float y)    { return powf(x, y); }          // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
+inline double ImPow(double x, double y)  { return pow(x, y); }
+inline float  ImLog(float x)             { return logf(x); }             // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
+inline double ImLog(double x)            { return log(x); }
+inline int    ImAbs(int x)               { return x < 0 ? -x : x; }
+inline float  ImAbs(float x)             { return fabsf(x); }
+inline double ImAbs(double x)            { return fabs(x); }
+inline float  ImSign(float x)            { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument
+inline double ImSign(double x)           { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }
 #ifdef IMGUI_ENABLE_SSE
-static inline float  ImRsqrt(float x)           { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
+inline float  ImRsqrt(float x)           { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
 #else
-static inline float  ImRsqrt(float x)           { return 1.0f / sqrtf(x); }
+inline float  ImRsqrt(float x)           { return 1.0f / sqrtf(x); }
 #endif
-static inline double ImRsqrt(double x)          { return 1.0 / sqrt(x); }
+inline double ImRsqrt(double x)          { return 1.0 / sqrt(x); }
 #endif
 // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
 // (Exceptionally using templates here but we could also redefine them for those types)
-template<typename T> static inline T ImMin(T lhs, T rhs)                        { return lhs < rhs ? lhs : rhs; }
-template<typename T> static inline T ImMax(T lhs, T rhs)                        { return lhs >= rhs ? lhs : rhs; }
-template<typename T> static inline T ImClamp(T v, T mn, T mx)                   { return (v < mn) ? mn : (v > mx) ? mx : v; }
-template<typename T> static inline T ImLerp(T a, T b, float t)                  { return (T)(a + (b - a) * t); }
-template<typename T> static inline void ImSwap(T& a, T& b)                      { T tmp = a; a = b; b = tmp; }
-template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx)   { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
-template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx)   { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
+template<typename T> T ImMin(T lhs, T rhs)                              { return lhs < rhs ? lhs : rhs; }
+template<typename T> T ImMax(T lhs, T rhs)                              { return lhs >= rhs ? lhs : rhs; }
+template<typename T> T ImClamp(T v, T mn, T mx)                         { return (v < mn) ? mn : (v > mx) ? mx : v; }
+template<typename T> T ImLerp(T a, T b, float t)                        { return (T)(a + (b - a) * t); }
+template<typename T> void ImSwap(T& a, T& b)                            { T tmp = a; a = b; b = tmp; }
+template<typename T> T ImAddClampOverflow(T a, T b, T mn, T mx)         { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
+template<typename T> T ImSubClampOverflow(T a, T b, T mn, T mx)         { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
 // - Misc maths helpers
-static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
-static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
-static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }
-static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)          { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
-static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
-static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
-static inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
-static inline float  ImLengthSqr(const ImVec2& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
-static inline float  ImLengthSqr(const ImVec4& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
-static inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
-static inline float  ImTrunc(float f)                                           { return (float)(int)(f); }
-static inline ImVec2 ImTrunc(const ImVec2& v)                                   { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
-static inline float  ImFloor(float f)                                           { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
-static inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }
-static inline int    ImModPositive(int a, int b)                                { return (a + b) % b; }
-static inline float  ImDot(const ImVec2& a, const ImVec2& b)                    { return a.x * b.x + a.y * b.y; }
-static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)        { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
-static inline float  ImLinearSweep(float current, float target, float speed)    { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
-static inline float  ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; }
-static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
-static inline bool   ImIsFloatAboveGuaranteedIntegerPrecision(float f)          { return f <= -16777216 || f >= 16777216; }
-static inline float  ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }
+inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)               { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
+inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)               { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
+inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx){ return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }
+inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)         { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
+inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
+inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)         { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
+inline float  ImSaturate(float f)                                       { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
+inline float  ImLengthSqr(const ImVec2& lhs)                            { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
+inline float  ImLengthSqr(const ImVec4& lhs)                            { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
+inline float  ImInvLength(const ImVec2& lhs, float fail_value)          { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
+inline float  ImTrunc(float f)                                          { return (float)(int)(f); }
+inline ImVec2 ImTrunc(const ImVec2& v)                                  { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
+inline float  ImFloor(float f)                                          { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
+inline ImVec2 ImFloor(const ImVec2& v)                                  { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }
+inline float  ImTrunc64(float f)                                        { return (float)(ImS64)(f); }
+inline float  ImRound64(float f)                                        { return (float)(ImS64)(f + 0.5f); }
+inline int    ImModPositive(int a, int b)                               { return (a + b) % b; }
+inline float  ImDot(const ImVec2& a, const ImVec2& b)                   { return a.x * b.x + a.y * b.y; }
+inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)       { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
+inline float  ImLinearSweep(float current, float target, float speed)   { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
+inline float  ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; }
+inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)               { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+inline bool   ImIsFloatAboveGuaranteedIntegerPrecision(float f)         { return f <= -16777216 || f >= 16777216; }
+inline float  ImExponentialMovingAverage(float avg, float sample, int n){ avg -= avg / n; avg += sample / n; return avg; }
 IM_MSVC_RUNTIME_CHECKS_RESTORE
 
 // Helpers: Geometry
@@ -507,6 +551,14 @@ struct ImVec1
     constexpr ImVec1(float _x) : x(_x) { }
 };
 
+// Helper: ImVec2i (2D vector, integer)
+struct ImVec2i
+{
+    int         x, y;
+    constexpr ImVec2i()                             : x(0), y(0) {}
+    constexpr ImVec2i(int _x, int _y)               : x(_x), y(_y) {}
+};
+
 // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
 struct ImVec2ih
 {
@@ -553,6 +605,7 @@ struct IMGUI_API ImRect
     void        Floor()                             { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); }
     bool        IsInverted() const                  { return Min.x > Max.x || Min.y > Max.y; }
     ImVec4      ToVec4() const                      { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
+    const ImVec4& AsVec4() const                    { return *(const ImVec4*)&Min.x; }
 };
 
 // Helper: ImBitArray
@@ -658,6 +711,39 @@ struct ImSpanAllocator
     inline void  GetSpan(int n, ImSpan<T>* span)    { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
 };
 
+// Helper: ImStableVector<>
+// Allocating chunks of BLOCK_SIZE items. Objects pointers are never invalidated when growing, only by clear().
+// Important: does not destruct anything!
+// Implemented only the minimum set of functions we need for it.
+template<typename T, int BLOCK_SIZE>
+struct ImStableVector
+{
+    int                 Size = 0;
+    int                 Capacity = 0;
+    ImVector<T*>        Blocks;
+
+    // Functions
+    inline ~ImStableVector()                        { for (T* block : Blocks) IM_FREE(block); }
+
+    inline void         clear()                     { Size = Capacity = 0; Blocks.clear_delete(); }
+    inline void         resize(int new_size)        { if (new_size > Capacity) reserve(new_size); Size = new_size; }
+    inline void         reserve(int new_cap)
+    {
+        new_cap = IM_MEMALIGN(new_cap, BLOCK_SIZE);
+        int old_count = Capacity / BLOCK_SIZE;
+        int new_count = new_cap / BLOCK_SIZE;
+        if (new_count <= old_count)
+            return;
+        Blocks.resize(new_count);
+        for (int n = old_count; n < new_count; n++)
+            Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCK_SIZE);
+        Capacity = new_cap;
+    }
+    inline T&           operator[](int i)           { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; }
+    inline const T&     operator[](int i) const     { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; }
+    inline T*           push_back(const T& v)       { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCK_SIZE); void* ptr = &Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; }
+};
+
 // Helper: ImPool<>
 // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
 // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
@@ -718,18 +804,19 @@ struct ImChunkStream
 // Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.
 struct ImGuiTextIndex
 {
-    ImVector<int>   LineOffsets;
+    ImVector<int>   Offsets;
     int             EndOffset = 0;                          // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)
 
-    void            clear()                                 { LineOffsets.clear(); EndOffset = 0; }
-    int             size()                                  { return LineOffsets.Size; }
-    const char*     get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }
-    const char*     get_line_end(const char* base, int n)   { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }
+    void            clear()                                 { Offsets.clear(); EndOffset = 0; }
+    int             size()                                  { return Offsets.Size; }
+    const char*     get_line_begin(const char* base, int n) { return base + (Offsets.Size != 0 ? Offsets[n] : 0); }
+    const char*     get_line_end(const char* base, int n)   { return base + (n + 1 < Offsets.Size ? (Offsets[n + 1] - 1) : EndOffset); }
     void            append(const char* base, int old_size, int new_size);
 };
 
 // Helper: ImGuiStorage
 IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key);
+
 //-----------------------------------------------------------------------------
 // [SECTION] ImDrawList support
 //-----------------------------------------------------------------------------
@@ -760,28 +847,33 @@ IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStorag
 #define IM_DRAWLIST_ARCFAST_SAMPLE_MAX                          IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
 
 // Data shared between all ImDrawList instances
-// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
+// Conceptually this could have been called e.g. ImDrawListSharedContext
+// Typically one ImGui context would create and maintain one of this.
+// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
 struct IMGUI_API ImDrawListSharedData
 {
-    ImVec2          TexUvWhitePixel;            // UV of white pixel in the atlas
-    ImFont*         Font;                       // Current/default font (optional, for simplified AddText overload)
-    float           FontSize;                   // Current/default font size (optional, for simplified AddText overload)
-    float           FontScale;                  // Current/default font scale (== FontSize / Font->FontSize)
+    ImVec2          TexUvWhitePixel;            // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel)
+    const ImVec4*   TexUvLines;                 // UV of anti-aliased lines in the atlas (== FontAtlas->TexUvLines)
+    ImFontAtlas*    FontAtlas;                  // Current font atlas
+    ImFont*         Font;                       // Current font (used for simplified AddText overload)
+    float           FontSize;                   // Current font size (used for for simplified AddText overload)
+    float           FontScale;                  // Current font scale (== FontSize / Font->FontSize)
     float           CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo()
     float           CircleSegmentMaxError;      // Number of circle segments to use per pixel of radius for AddCircle() etc
-    ImVec4          ClipRectFullscreen;         // Value for PushClipRectFullscreen()
+    float           InitialFringeScale;         // Initial scale to apply to AA fringe
     ImDrawListFlags InitialFlags;               // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
+    ImVec4          ClipRectFullscreen;         // Value for PushClipRectFullscreen()
+    ImVector<ImVec2> TempBuffer;                // Temporary write buffer
+    ImVector<ImDrawList*> DrawLists;            // All draw lists associated to this ImDrawListSharedData
+    ImGuiContext*   Context;                    // [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case.
 
-    // [Internal] Temp write buffer
-    ImVector<ImVec2> TempBuffer;
-
-    // [Internal] Lookup tables
+    // Lookup tables
     ImVec2          ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
     float           ArcFastRadiusCutoff;                        // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
     ImU8            CircleSegmentCounts[64];    // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
-    const ImVec4*   TexUvLines;                 // UV of anti-aliased lines in the atlas
 
     ImDrawListSharedData();
+    ~ImDrawListSharedData();
     void SetCircleTessellationMaxError(float max_error);
 };
 
@@ -793,18 +885,46 @@ struct ImDrawDataBuilder
     ImDrawDataBuilder()                     { memset(this, 0, sizeof(*this)); }
 };
 
+struct ImFontStackData
+{
+    ImFont*     Font;
+    float       FontSizeBeforeScaling;      // ~~ style.FontSizeBase
+    float       FontSizeAfterScaling;       // ~~ g.FontSize
+};
+
 //-----------------------------------------------------------------------------
-// [SECTION] Data types support
+// [SECTION] Style support
 //-----------------------------------------------------------------------------
 
-struct ImGuiDataVarInfo
+struct ImGuiStyleVarInfo
 {
-    ImGuiDataType   Type;
-    ImU32           Count;      // 1+
-    ImU32           Offset;     // Offset in parent structure
+    ImU32           Count : 8;      // 1+
+    ImGuiDataType   DataType : 8;
+    ImU32           Offset : 16;    // Offset in parent structure
     void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
 };
 
+// Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiColorMod
+{
+    ImGuiCol        Col;
+    ImVec4          BackupValue;
+};
+
+// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
+struct ImGuiStyleMod
+{
+    ImGuiStyleVar   VarIdx;
+    union           { int BackupInt[2]; float BackupFloat[2]; };
+    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Data types support
+//-----------------------------------------------------------------------------
+
 struct ImGuiDataTypeStorage
 {
     ImU8        Data[8];        // Opaque storage to fit any data up to ImGuiDataType_COUNT
@@ -822,8 +942,7 @@ struct ImGuiDataTypeInfo
 // Extend ImGuiDataType_
 enum ImGuiDataTypePrivate_
 {
-    ImGuiDataType_String = ImGuiDataType_COUNT + 1,
-    ImGuiDataType_Pointer,
+    ImGuiDataType_Pointer = ImGuiDataType_COUNT,
     ImGuiDataType_ID,
 };
 
@@ -844,6 +963,7 @@ enum ImGuiItemFlagsPrivate_
     ImGuiItemFlags_AllowOverlap             = 1 << 14, // false     // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
     ImGuiItemFlags_NoNavDisableMouseHover   = 1 << 15, // false     // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false).
     ImGuiItemFlags_NoMarkEdited             = 1 << 16, // false     // Skip calling MarkItemEdited()
+    ImGuiItemFlags_NoFocus                  = 1 << 17, // false     // [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags_NoFocus + ImGuiButtonFlags_NoNavFocus in ButtonBehavior().
 
     // Controlled by widget code
     ImGuiItemFlags_Inputable                = 1 << 20, // false     // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
@@ -872,6 +992,7 @@ enum ImGuiItemStatusFlags_
     ImGuiItemStatusFlags_Visible            = 1 << 8,   // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
     ImGuiItemStatusFlags_HasClipRect        = 1 << 9,   // g.LastItemData.ClipRect is valid.
     ImGuiItemStatusFlags_HasShortcut        = 1 << 10,  // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().
+    //ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8,   // Removed IN 1.90.1 (Dec 2023). The trigger is part of g.NavActivateId. See commit 54c1bdeceb.
 
     // Additional status + semantic for ImGuiTestEngine
 #ifdef IMGUI_ENABLE_TEST_ENGINE
@@ -909,7 +1030,7 @@ enum ImGuiButtonFlagsPrivate_
     ImGuiButtonFlags_PressedOnRelease       = 1 << 7,   // return true on release (default requires click+release)
     ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 8,   // return true on double-click (default requires click+release)
     ImGuiButtonFlags_PressedOnDragDropHold  = 1 << 9,   // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
-    //ImGuiButtonFlags_Repeat               = 1 << 10,  // hold to repeat
+    //ImGuiButtonFlags_Repeat               = 1 << 10,  // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.
     ImGuiButtonFlags_FlattenChildren        = 1 << 11,  // allow interactions even if a child window is overlapping
     ImGuiButtonFlags_AllowOverlap           = 1 << 12,  // require previous frame HoveredId to either match id or be null before being usable.
     //ImGuiButtonFlags_DontClosePopups      = 1 << 13,  // disable automatically closing parent popup on press
@@ -921,8 +1042,10 @@ enum ImGuiButtonFlagsPrivate_
     ImGuiButtonFlags_NoHoveredOnFocus       = 1 << 19,  // don't report as hovered when nav focus is on this item
     ImGuiButtonFlags_NoSetKeyOwner          = 1 << 20,  // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
     ImGuiButtonFlags_NoTestKeyOwner         = 1 << 21,  // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
+    ImGuiButtonFlags_NoFocus                = 1 << 22,  // [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking.
     ImGuiButtonFlags_PressedOnMask_         = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
     ImGuiButtonFlags_PressedOnDefault_      = ImGuiButtonFlags_PressedOnClickRelease,
+    //ImGuiButtonFlags_NoKeyModifiers       = ImGuiButtonFlags_NoKeyModsAllowed, // Renamed in 1.91.4
 };
 
 // Extend ImGuiComboFlags_
@@ -943,7 +1066,6 @@ enum ImGuiSelectableFlagsPrivate_
 {
     // NB: need to be in sync with last value of ImGuiSelectableFlags_
     ImGuiSelectableFlags_NoHoldingActiveID      = 1 << 20,
-    ImGuiSelectableFlags_SelectOnNav            = 1 << 21,  // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.
     ImGuiSelectableFlags_SelectOnClick          = 1 << 22,  // Override button behavior to react on Click (default is Click+Release)
     ImGuiSelectableFlags_SelectOnRelease        = 1 << 23,  // Override button behavior to react on Release (default is Click+Release)
     ImGuiSelectableFlags_SpanAvailWidth         = 1 << 24,  // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
@@ -955,9 +1077,11 @@ enum ImGuiSelectableFlagsPrivate_
 // Extend ImGuiTreeNodeFlags_
 enum ImGuiTreeNodeFlagsPrivate_
 {
+    ImGuiTreeNodeFlags_NoNavFocus                 = 1 << 27,// Don't claim nav focus when interacting with this item (#8551)
     ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader()
     ImGuiTreeNodeFlags_UpsideDownArrow            = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517)
     ImGuiTreeNodeFlags_OpenOnMask_                = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow,
+    ImGuiTreeNodeFlags_DrawLinesMask_             = ImGuiTreeNodeFlags_DrawLinesNone | ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes,
 };
 
 enum ImGuiSeparatorFlags_
@@ -1024,23 +1148,6 @@ enum ImGuiPlotType
     ImGuiPlotType_Histogram,
 };
 
-// Stacked color modifier, backup of modified data so we can restore it
-struct ImGuiColorMod
-{
-    ImGuiCol        Col;
-    ImVec4          BackupValue;
-};
-
-// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
-struct ImGuiStyleMod
-{
-    ImGuiStyleVar   VarIdx;
-    union           { int BackupInt[2]; float BackupFloat[2]; };
-    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }
-    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }
-    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
-};
-
 // Storage data for BeginComboPreview()/EndComboPreview()
 struct IMGUI_API ImGuiComboPreviewData
 {
@@ -1066,7 +1173,8 @@ struct IMGUI_API ImGuiGroupData
     ImVec2      BackupCurrLineSize;
     float       BackupCurrLineTextBaseOffset;
     ImGuiID     BackupActiveIdIsAlive;
-    bool        BackupActiveIdPreviousFrameIsAlive;
+    bool        BackupActiveIdHasBeenEditedThisFrame;
+    bool        BackupDeactivatedIdIsAlive;
     bool        BackupHoveredIdIsAlive;
     bool        BackupIsSameLine;
     bool        EmitItem;
@@ -1117,20 +1225,25 @@ struct IMGUI_API ImGuiInputTextState
 {
     ImGuiContext*           Ctx;                    // parent UI context (needs to be set explicitly by parent).
     ImStbTexteditState*     Stb;                    // State for stb_textedit.h
+    ImGuiInputTextFlags     Flags;                  // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
     ImGuiID                 ID;                     // widget id owning the text state
     int                     TextLen;                // UTF-8 length of the string in TextA (in bytes)
+    const char*             TextSrc;                // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call.
     ImVector<char>          TextA;                  // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1).
     ImVector<char>          TextToRevertTo;         // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
     ImVector<char>          CallbackTextBackup;     // temporary storage for callback to support automatic reconcile of undo-stack
     int                     BufCapacity;            // end-user buffer capacity (include zero terminator)
     ImVec2                  Scroll;                 // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y)
+    int                     LineCount;              // last line count (solely for debugging)
+    float                   WrapWidth;              // word-wrapping width
     float                   CursorAnim;             // timer for cursor blink, reset on every user action so the cursor reappears immediately
     bool                    CursorFollow;           // set when we want scrolling to follow the current cursor position (not always!)
+    bool                    CursorCenterY;          // set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field)
     bool                    SelectedAllMouseLock;   // after a double-click to select all, we ignore further mouse drags to update selection
     bool                    Edited;                 // edited this frame
-    ImGuiInputTextFlags     Flags;                  // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
-    bool                    ReloadUserBuf;          // force a reload of user buf so it may be modified externally. may be automatic in future version.
-    int                     ReloadSelectionStart;   // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet.
+    bool                    WantReloadUserBuf;      // force a reload of user buf so it may be modified externally. may be automatic in future version.
+    ImS8                    LastMoveDirectionLR;    // ImGuiDir_Left or ImGuiDir_Right. track last movement direction so when cursor cross over a word-wrapping boundaries we can display it on either line depending on last move.s
+    int                     ReloadSelectionStart;
     int                     ReloadSelectionEnd;
 
     ImGuiInputTextState();
@@ -1139,6 +1252,7 @@ struct IMGUI_API ImGuiInputTextState
     void        ClearFreeMemory()           { TextA.clear(); TextToRevertTo.clear(); }
     void        OnKeyPressed(int key);      // Cannot be inline because we call in code in stb_textedit.h implementation
     void        OnCharPressed(unsigned int c);
+    float       GetPreferredOffsetX() const;
 
     // Cursor & Selection
     void        CursorAnimReset();
@@ -1169,6 +1283,12 @@ enum ImGuiWindowRefreshFlags_
     // Refresh policy/frequency, Load Balancing etc.
 };
 
+enum ImGuiWindowBgClickFlags_
+{
+    ImGuiWindowBgClickFlags_None                = 0,
+    ImGuiWindowBgClickFlags_Move                = 1 << 0,   // Click on bg/void + drag to move window. Cleared by default when using io.ConfigWindowsMoveFromTitleBarOnly.
+};
+
 enum ImGuiNextWindowDataFlags_
 {
     ImGuiNextWindowDataFlags_None               = 0,
@@ -1180,14 +1300,17 @@ enum ImGuiNextWindowDataFlags_
     ImGuiNextWindowDataFlags_HasFocus           = 1 << 5,
     ImGuiNextWindowDataFlags_HasBgAlpha         = 1 << 6,
     ImGuiNextWindowDataFlags_HasScroll          = 1 << 7,
-    ImGuiNextWindowDataFlags_HasChildFlags      = 1 << 8,
-    ImGuiNextWindowDataFlags_HasRefreshPolicy   = 1 << 9,
+    ImGuiNextWindowDataFlags_HasWindowFlags     = 1 << 8,
+    ImGuiNextWindowDataFlags_HasChildFlags      = 1 << 9,
+    ImGuiNextWindowDataFlags_HasRefreshPolicy   = 1 << 10,
 };
 
 // Storage for SetNexWindow** functions
 struct ImGuiNextWindowData
 {
-    ImGuiNextWindowDataFlags    Flags;
+    ImGuiNextWindowDataFlags    HasFlags;
+
+    // Members below are NOT cleared. Always rely on HasFlags.
     ImGuiCond                   PosCond;
     ImGuiCond                   SizeCond;
     ImGuiCond                   CollapsedCond;
@@ -1196,6 +1319,7 @@ struct ImGuiNextWindowData
     ImVec2                      SizeVal;
     ImVec2                      ContentSizeVal;
     ImVec2                      ScrollVal;
+    ImGuiWindowFlags            WindowFlags;            // Only honored by BeginTable()
     ImGuiChildFlags             ChildFlags;
     bool                        CollapsedVal;
     ImRect                      SizeConstraintRect;
@@ -1206,7 +1330,7 @@ struct ImGuiNextWindowData
     ImGuiWindowRefreshFlags     RefreshFlagsVal;
 
     ImGuiNextWindowData()       { memset(this, 0, sizeof(*this)); }
-    inline void ClearFlags()    { Flags = ImGuiNextWindowDataFlags_None; }
+    inline void ClearFlags()    { HasFlags = ImGuiNextWindowDataFlags_None; }
 };
 
 enum ImGuiNextItemDataFlags_
@@ -1223,7 +1347,8 @@ struct ImGuiNextItemData
 {
     ImGuiNextItemDataFlags      HasFlags;           // Called HasFlags instead of Flags to avoid mistaking this
     ImGuiItemFlags              ItemFlags;          // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData.
-    // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
+
+    // Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags.
     ImGuiID                     FocusScopeId;       // Set by SetNextItemSelectionUserData()
     ImGuiSelectionUserData      SelectionUserData;  // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
     float                       Width;              // Set by SetNextItemWidth()
@@ -1242,11 +1367,11 @@ struct ImGuiNextItemData
 struct ImGuiLastItemData
 {
     ImGuiID                 ID;
-    ImGuiItemFlags          ItemFlags;          // See ImGuiItemFlags_
+    ImGuiItemFlags          ItemFlags;          // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4).
     ImGuiItemStatusFlags    StatusFlags;        // See ImGuiItemStatusFlags_
     ImRect                  Rect;               // Full rectangle
     ImRect                  NavRect;            // Navigation scoring rectangle (not displayed)
-    // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set.
+    // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set.
     ImRect                  DisplayRect;        // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.
     ImRect                  ClipRect;           // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..
     ImGuiKeyChord           Shortcut;           // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..
@@ -1255,15 +1380,18 @@ struct ImGuiLastItemData
 };
 
 // Store data emitted by TreeNode() for usage by TreePop()
-// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data
+// - To implement ImGuiTreeNodeFlags_NavLeftJumpsToParent: store the minimum amount of data
 //   which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult().
 //   Only stored when the node is a potential candidate for landing on a Left arrow jump.
 struct ImGuiTreeNodeStackData
 {
     ImGuiID                 ID;
     ImGuiTreeNodeFlags      TreeFlags;
-    ImGuiItemFlags          ItemFlags;  // Used for nav landing
-    ImRect                  NavRect;    // Used for nav landing
+    ImGuiItemFlags          ItemFlags;      // Used for nav landing
+    ImRect                  NavRect;        // Used for nav landing
+    float                   DrawLinesX1;
+    float                   DrawLinesToNodesY2;
+    ImGuiTableColumnIdx     DrawLinesTableColumn;
 };
 
 // sizeof() = 20
@@ -1291,6 +1419,7 @@ struct ImGuiWindowStackData
     ImGuiLastItemData       ParentLastItemDataBackup;
     ImGuiErrorRecoveryState StackSizesInBegin;          // Store size of various stacks for asserting
     bool                    DisabledOverrideReenable;   // Non-child window override disabled flag
+    float                   DisabledOverrideReenableAlphaBackup;
 };
 
 struct ImGuiShrinkWidthItem
@@ -1309,6 +1438,15 @@ struct ImGuiPtrOrIndex
     ImGuiPtrOrIndex(int index)  { Ptr = NULL; Index = index; }
 };
 
+// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions
+struct ImGuiDeactivatedItemData
+{
+    ImGuiID     ID;
+    int         ElapseFrame;
+    bool        HasBeenEditedBefore;
+    bool        IsAlive;
+};
+
 //-----------------------------------------------------------------------------
 // [SECTION] Popup support
 //-----------------------------------------------------------------------------
@@ -1376,7 +1514,7 @@ enum ImGuiInputEventType
     ImGuiInputEventType_COUNT
 };
 
-enum ImGuiInputSource
+enum ImGuiInputSource : int
 {
     ImGuiInputSource_None = 0,
     ImGuiInputSource_Mouse,         // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them.
@@ -1425,12 +1563,12 @@ struct ImGuiKeyRoutingData
 {
     ImGuiKeyRoutingIndex            NextEntryIndex;
     ImU16                           Mods;               // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits.
-    ImU8                            RoutingCurrScore;   // [DEBUG] For debug display
-    ImU8                            RoutingNextScore;   // Lower is better (0: perfect score)
+    ImU16                           RoutingCurrScore;   // [DEBUG] For debug display
+    ImU16                           RoutingNextScore;   // Lower is better (0: perfect score)
     ImGuiID                         RoutingCurr;
     ImGuiID                         RoutingNext;
 
-    ImGuiKeyRoutingData()           { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
+    ImGuiKeyRoutingData()           { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 0; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
 };
 
 // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
@@ -1539,8 +1677,9 @@ enum ImGuiActivateFlags_
     ImGuiActivateFlags_PreferInput          = 1 << 0,       // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
     ImGuiActivateFlags_PreferTweak          = 1 << 1,       // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
     ImGuiActivateFlags_TryToPreserveState   = 1 << 2,       // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
-    ImGuiActivateFlags_FromTabbing          = 1 << 3,       // Activation requested by a tabbing request
+    ImGuiActivateFlags_FromTabbing          = 1 << 3,       // Activation requested by a tabbing request (ImGuiNavMoveFlags_IsTabbing)
     ImGuiActivateFlags_FromShortcut         = 1 << 4,       // Activation requested by an item shortcut via SetNextItemShortcut() function.
+    ImGuiActivateFlags_FromFocusApi         = 1 << 5,       // Activation requested by an api request (ImGuiNavMoveFlags_FocusApi)
 };
 
 // Early work-in-progress API for ScrollToItem()
@@ -1569,6 +1708,7 @@ enum ImGuiNavRenderCursorFlags_
     ImGuiNavHighlightFlags_Compact          = ImGuiNavRenderCursorFlags_Compact,    // Renamed in 1.91.4
     ImGuiNavHighlightFlags_AlwaysDraw       = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4
     ImGuiNavHighlightFlags_NoRounding       = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4
+    //ImGuiNavHighlightFlags_TypeThin       = ImGuiNavRenderCursorFlags_Compact,    // Renamed in 1.90.2
 #endif
 };
 
@@ -1582,7 +1722,7 @@ enum ImGuiNavMoveFlags_
     ImGuiNavMoveFlags_WrapMask_             = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY,
     ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
     ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5,   // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
-    ImGuiNavMoveFlags_ScrollToEdgeY         = 1 << 6,   // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
+    ImGuiNavMoveFlags_ScrollToEdgeY         = 1 << 6,   // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword as ImGuiScrollFlags
     ImGuiNavMoveFlags_Forwarded             = 1 << 7,
     ImGuiNavMoveFlags_DebugNoResult         = 1 << 8,   // Dummy scoring for debug purpose, don't apply result
     ImGuiNavMoveFlags_FocusApi              = 1 << 9,   // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
@@ -1919,6 +2059,7 @@ typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const cha
 // [SECTION] Metrics, Debug Tools
 //-----------------------------------------------------------------------------
 
+// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros.
 enum ImGuiDebugLogFlags_
 {
     // Event types
@@ -1931,11 +2072,12 @@ enum ImGuiDebugLogFlags_
     ImGuiDebugLogFlags_EventClipper         = 1 << 5,
     ImGuiDebugLogFlags_EventSelection       = 1 << 6,
     ImGuiDebugLogFlags_EventIO              = 1 << 7,
-    ImGuiDebugLogFlags_EventInputRouting    = 1 << 8,
-    ImGuiDebugLogFlags_EventDocking         = 1 << 9,   // Unused in this branch
-    ImGuiDebugLogFlags_EventViewport        = 1 << 10,  // Unused in this branch
+    ImGuiDebugLogFlags_EventFont            = 1 << 8,
+    ImGuiDebugLogFlags_EventInputRouting    = 1 << 9,
+    ImGuiDebugLogFlags_EventDocking         = 1 << 10,  // Unused in this branch
+    ImGuiDebugLogFlags_EventViewport        = 1 << 11,  // Unused in this branch
 
-    ImGuiDebugLogFlags_EventMask_           = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
+    ImGuiDebugLogFlags_EventMask_           = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
     ImGuiDebugLogFlags_OutputToTTY          = 1 << 20,  // Also send output to TTY
     ImGuiDebugLogFlags_OutputToTestEngine   = 1 << 21,  // Also send output to Test Engine
 };
@@ -1967,35 +2109,47 @@ struct ImGuiMetricsConfig
     bool        ShowDrawCmdMesh = true;
     bool        ShowDrawCmdBoundingBoxes = true;
     bool        ShowTextEncodingViewer = false;
-    bool        ShowAtlasTintedWithTextColor = false;
+    bool        ShowTextureUsedRect = false;
     int         ShowWindowsRectsType = -1;
     int         ShowTablesRectsType = -1;
     int         HighlightMonitorIdx = -1;
     ImGuiID     HighlightViewportID = 0;
+    bool        ShowFontPreview = true;
 };
 
 struct ImGuiStackLevelInfo
 {
     ImGuiID                 ID;
-    ImS8                    QueryFrameCount;            // >= 1: Query in progress
-    bool                    QuerySuccess;               // Obtained result from DebugHookIdInfo()
-    ImGuiDataType           DataType : 8;
-    char                    Desc[57];                   // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
+    ImS8                    QueryFrameCount;            // >= 1: Sub-query in progress
+    bool                    QuerySuccess;               // Sub-query obtained result from DebugHookIdInfo()
+    ImS8                    DataType;                   // ImGuiDataType
+    int                     DescOffset;                 // -1 or offset into parent's ResultsPathsBuf
+
+    ImGuiStackLevelInfo()   { memset(this, 0, sizeof(*this)); DataType = -1; DescOffset = -1; }
+};
+
+struct ImGuiDebugItemPathQuery
+{
+    ImGuiID                 MainID;                     // ID to query details for.
+    bool                    Active;                     // Used to disambiguate the case when ID == 0 and e.g. some code calls PushOverrideID(0).
+    bool                    Complete;                   // All sub-queries are finished (some may have failed).
+    ImS8                    Step;                       // -1: query stack + init Results, >= 0: filling individual stack level.
+    ImVector<ImGuiStackLevelInfo> Results;
+    ImGuiTextBuffer         ResultsDescBuf;
+    ImGuiTextBuffer         ResultPathBuf;
 
-    ImGuiStackLevelInfo()   { memset(this, 0, sizeof(*this)); }
+    ImGuiDebugItemPathQuery() { memset(this, 0, sizeof(*this)); }
 };
 
 // State for ID Stack tool queries
 struct ImGuiIDStackTool
 {
+    bool                    OptHexEncodeNonAsciiChars;
+    bool                    OptCopyToClipboardOnCtrlC;
     int                     LastActiveFrame;
-    int                     StackLevel;                 // -1: query stack and resize Results, >= 0: individual stack level
-    ImGuiID                 QueryId;                    // ID to query details for
-    ImVector<ImGuiStackLevelInfo> Results;
-    bool                    CopyToClipboardOnCtrlC;
     float                   CopyToClipboardLastTime;
 
-    ImGuiIDStackTool()      { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
+    ImGuiIDStackTool()      { memset(this, 0, sizeof(*this)); LastActiveFrame = -1; OptHexEncodeNonAsciiChars = true; CopyToClipboardLastTime = -FLT_MAX; }
 };
 
 //-----------------------------------------------------------------------------
@@ -2023,27 +2177,28 @@ struct ImGuiContextHook
 struct ImGuiContext
 {
     bool                    Initialized;
-    bool                    FontAtlasOwnedByContext;            // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
+    bool                    WithinFrameScope;                   // Set by NewFrame(), cleared by EndFrame()
+    bool                    WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
+    bool                    TestEngineHookItems;                // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
+    int                     FrameCount;
+    int                     FrameCountEnded;
+    int                     FrameCountRendered;
+    double                  Time;
+    char                    ContextName[16];                    // Storage for a context name (to facilitate debugging multi-context setups)
     ImGuiIO                 IO;
     ImGuiPlatformIO         PlatformIO;
     ImGuiStyle              Style;
-    ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
-    float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
-    float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
-    float                   FontScale;                          // == FontSize / Font->FontSize
-    float                   CurrentDpiScale;                    // Current window/viewport DpiScale
+    ImVector<ImFontAtlas*>  FontAtlases;                        // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas)
+    ImFont*                 Font;                               // Currently bound font. (== FontStack.back().Font)
+    ImFontBaked*            FontBaked;                          // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize))
+    float                   FontSize;                           // Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function).
+    float                   FontSizeBase;                       // Font size before scaling == style.FontSizeBase == value passed to PushFont() when specified.
+    float                   FontBakedScale;                     // == FontBaked->Size / FontSize. Scale factor over baked size. Rarely used nowadays, very often == 1.0f.
+    float                   FontRasterizerDensity;              // Current font density. Used by all calls to GetFontBaked().
+    float                   CurrentDpiScale;                    // Current window/viewport DpiScale == CurrentViewport->DpiScale
     ImDrawListSharedData    DrawListSharedData;
-    double                  Time;
-    int                     FrameCount;
-    int                     FrameCountEnded;
-    int                     FrameCountRendered;
-    bool                    WithinFrameScope;                   // Set by NewFrame(), cleared by EndFrame()
-    bool                    WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
-    bool                    WithinEndChild;                     // Set within EndChild()
-    bool                    GcCompactAll;                       // Request full GC
-    bool                    TestEngineHookItems;                // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
+    ImGuiID                 WithinEndChildID;                   // Set within EndChild()
     void*                   TestEngine;                         // Test engine user data
-    char                    ContextName[16];                    // Storage for a context name (to facilitate debugging multi-context setups)
 
     // Inputs
     ImVector<ImGuiInputEvent> InputEventsQueue;                 // Input events which will be trickled/written into IO structure.
@@ -2058,7 +2213,7 @@ struct ImGuiContext
     ImVector<ImGuiWindowStackData> CurrentWindowStack;
     ImGuiStorage            WindowsById;                        // Map window's ImGuiID to ImGuiWindow*
     int                     WindowsActiveCount;                 // Number of unique windows submitted by frame
-    ImVec2                  WindowsHoverPadding;                // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING).
+    float                   WindowsBorderHoverPadding;          // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly.
     ImGuiID                 DebugBreakInWindow;                 // Set to break in Begin() call.
     ImGuiWindow*            CurrentWindow;                      // Window being drawn into
     ImGuiWindow*            HoveredWindow;                      // Window the mouse is hovering. Will typically catch mouse inputs.
@@ -2074,8 +2229,8 @@ struct ImGuiContext
     ImVec2                  WheelingAxisAvg;
 
     // Item/widgets state and tracking information
-    ImGuiID                 DebugDrawIdConflicts;               // Set when we detect multiple items with the same identifier
-    ImGuiID                 DebugHookIdInfo;                    // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
+    ImGuiID                 DebugDrawIdConflictsId;             // Set when we detect multiple items with the same identifier
+    ImGuiID                 DebugHookIdInfoId;                  // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
     ImGuiID                 HoveredId;                          // Hovered widget, filled during the frame
     ImGuiID                 HoveredIdPreviousFrame;
     int                     HoveredIdPreviousFrameItemCount;    // Count numbers of items using the same ID as last frame's hovered id
@@ -2094,14 +2249,14 @@ struct ImGuiContext
     bool                    ActiveIdHasBeenEditedBefore;        // Was the value associated to the widget Edited over the course of the Active state.
     bool                    ActiveIdHasBeenEditedThisFrame;
     bool                    ActiveIdFromShortcut;
-    int                     ActiveIdMouseButton : 8;
+    ImS8                    ActiveIdMouseButton;
+    ImGuiID                 ActiveIdDisabledId;                 // When clicking a disabled item we set ActiveId=window->MoveId to avoid interference with widget code. Actual item ID is stored here.
     ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
-    ImGuiWindow*            ActiveIdWindow;
     ImGuiInputSource        ActiveIdSource;                     // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
+    ImGuiWindow*            ActiveIdWindow;
     ImGuiID                 ActiveIdPreviousFrame;
-    bool                    ActiveIdPreviousFrameIsAlive;
-    bool                    ActiveIdPreviousFrameHasBeenEditedBefore;
-    ImGuiWindow*            ActiveIdPreviousFrameWindow;
+    ImGuiDeactivatedItemData DeactivatedItemData;
+    ImGuiDataTypeStorage    ActiveIdValueOnActivation;          // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX.
     ImGuiID                 LastActiveId;                       // Store the last non-zero ActiveId, useful for animation.
     float                   LastActiveIdTimer;                  // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
 
@@ -2128,12 +2283,13 @@ struct ImGuiContext
     ImGuiLastItemData       LastItemData;                       // Storage for last submitted item (setup by ItemAdd)
     ImGuiNextWindowData     NextWindowData;                     // Storage for SetNextWindow** functions
     bool                    DebugShowGroupRects;
+    bool                    GcCompactAll;                       // Request full GC
 
     // Shared stacks
     ImGuiCol                        DebugFlashStyleColorIdx;    // (Keep close to ColorStack to share cache line)
     ImVector<ImGuiColorMod>         ColorStack;                 // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
     ImVector<ImGuiStyleMod>         StyleVarStack;              // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
-    ImVector<ImFont*>               FontStack;                  // Stack for PushFont()/PopFont() - inherited by Begin()
+    ImVector<ImFontStackData>       FontStack;                  // Stack for PushFont()/PopFont() - inherited by Begin()
     ImVector<ImGuiFocusScopeData>   FocusScopeStack;            // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
     ImVector<ImGuiItemFlags>        ItemFlagsStack;             // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
     ImVector<ImGuiGroupData>        GroupStack;                 // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
@@ -2155,18 +2311,19 @@ struct ImGuiContext
     ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusedWindow'
     ImGuiID                 NavFocusScopeId;                    // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
     ImGuiNavLayer           NavLayer;                           // Focused layer (main scrolling layer, or menu/title bar layer)
-    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
+    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID()
     ImGuiID                 NavActivateDownId;                  // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
     ImGuiID                 NavActivatePressedId;               // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
     ImGuiActivateFlags      NavActivateFlags;
     ImVector<ImGuiFocusScopeData> NavFocusRoute;                // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
     ImGuiID                 NavHighlightActivatedId;
     float                   NavHighlightActivatedTimer;
-    ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame.
+    ImGuiID                 NavNextActivateId;                  // Set by ActivateItemByID(), queued until next frame.
     ImGuiActivateFlags      NavNextActivateFlags;
-    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
+    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad
     ImGuiSelectionUserData  NavLastValidSelectionUserData;      // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
     ImS8                    NavCursorHideFrames;
+    //ImGuiID               NavActivateInputId;                 // Removed in 1.89.4 (July 2023). This is now part of g.NavActivateId and sets g.NavActivateFlags |= ImGuiActivateFlags_PreferInput. See commit c9a53aa74, issue #5606.
 
     // Navigation: Init & Move Requests
     bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
@@ -2200,21 +2357,23 @@ struct ImGuiContext
     bool                    NavJustMovedToIsTabbing;            // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags.
     bool                    NavJustMovedToHasSelectionData;     // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.
 
-    // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
+    // Navigation: Windowing (Ctrl+Tab for list, or Menu button + keys or directional pads to move/resize)
+    bool                    ConfigNavWindowingWithGamepad;      // = true. Enable Ctrl+Tab by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer.
     ImGuiKeyChord           ConfigNavWindowingKeyNext;          // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
     ImGuiKeyChord           ConfigNavWindowingKeyPrev;          // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
-    ImGuiWindow*            NavWindowingTarget;                 // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
+    ImGuiWindow*            NavWindowingTarget;                 // Target window when doing Ctrl+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
     ImGuiWindow*            NavWindowingTargetAnim;             // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
-    ImGuiWindow*            NavWindowingListWindow;             // Internal window actually listing the CTRL+Tab contents
+    ImGuiWindow*            NavWindowingListWindow;             // Internal window actually listing the Ctrl+Tab contents
     float                   NavWindowingTimer;
     float                   NavWindowingHighlightAlpha;
-    bool                    NavWindowingToggleLayer;
-    ImGuiKey                NavWindowingToggleKey;
+    ImGuiInputSource        NavWindowingInputSource;
+    bool                    NavWindowingToggleLayer;            // Set while Alt or GamepadMenu is held, may be cleared by other operations, and processed when releasing the key.
+    ImGuiKey                NavWindowingToggleKey;              // Keyboard/gamepad key used when toggling to menu layer.
     ImVec2                  NavWindowingAccumDeltaPos;
     ImVec2                  NavWindowingAccumDeltaSize;
 
     // Render
-    float                   DimBgRatio;                         // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
+    float                   DimBgRatio;                         // 0.0..1.0 animation when fading in a dimming background (for modal window and Ctrl+Tab list)
 
     // Drag and Drop
     bool                    DragDropActive;
@@ -2227,7 +2386,9 @@ struct ImGuiContext
     ImRect                  DragDropTargetRect;                 // Store rectangle of current target candidate (we favor small targets when overlapping)
     ImRect                  DragDropTargetClipRect;             // Store ClipRect at the time of item's drawing
     ImGuiID                 DragDropTargetId;
-    ImGuiDragDropFlags      DragDropAcceptFlags;
+    ImGuiID                 DragDropTargetFullViewport;
+    ImGuiDragDropFlags      DragDropAcceptFlagsCurr;
+    ImGuiDragDropFlags      DragDropAcceptFlagsPrev;
     float                   DragDropAcceptIdCurrRectSurface;    // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
     ImGuiID                 DragDropAcceptIdCurr;               // Target item id (set at the time of accepting the payload)
     ImGuiID                 DragDropAcceptIdPrev;               // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
@@ -2277,9 +2438,11 @@ struct ImGuiContext
 
     // Widget state
     ImGuiInputTextState     InputTextState;
+    ImGuiTextIndex          InputTextLineIndex;                 // Temporary storage
     ImGuiInputTextDeactivatedState InputTextDeactivatedState;
-    ImFont                  InputTextPasswordFont;
-    ImGuiID                 TempInputId;                        // Temporary text input when CTRL+clicking on a slider, etc.
+    ImFontBaked             InputTextPasswordFontBackupBaked;
+    ImFontFlags             InputTextPasswordFontBackupFlags;
+    ImGuiID                 TempInputId;                        // Temporary text input when using Ctrl+Click on a slider, etc.
     ImGuiDataTypeStorage    DataTypeZeroValue;                  // 0 for all data types
     int                     BeginMenuDepth;
     int                     BeginComboDepth;
@@ -2310,9 +2473,13 @@ struct ImGuiContext
     ImGuiTypingSelectState  TypingSelectState;                  // State for GetTypingSelectRequest()
 
     // Platform support
-    ImGuiPlatformImeData    PlatformImeData;                    // Data updated by current frame
+    ImGuiPlatformImeData    PlatformImeData;                    // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message.
     ImGuiPlatformImeData    PlatformImeDataPrev;                // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler.
 
+    // Extensions
+    // FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
+    ImVector<ImTextureData*> UserTextures;                      // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[].
+
     // Settings
     bool                    SettingsLoaded;
     float                   SettingsDirtyTimer;                 // Save .ini Settings to memory when time reaches zero
@@ -2328,14 +2495,14 @@ struct ImGuiContext
 
     // Capture/Logging
     bool                    LogEnabled;                         // Currently capturing
+    bool                    LogLineFirstItem;
     ImGuiLogFlags           LogFlags;                           // Capture flags/type
     ImGuiWindow*            LogWindow;
     ImFileHandle            LogFile;                            // If != NULL log to stdout/ file
     ImGuiTextBuffer         LogBuffer;                          // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
-    const char*             LogNextPrefix;
+    const char*             LogNextPrefix;                      // See comment in LogSetNextTextDecoration(): doesn't copy underlying data, use carefully!
     const char*             LogNextSuffix;
     float                   LogLinePosY;
-    bool                    LogLineFirstItem;
     int                     LogDepthRef;
     int                     LogDepthToExpand;
     int                     LogDepthToExpandDefault;            // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
@@ -2351,7 +2518,7 @@ struct ImGuiContext
 
     // Debug Tools
     // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)
-    int                     DebugDrawIdConflictsCount;          // Locked count (preserved when holding CTRL)
+    int                     DebugDrawIdConflictsCount;          // Locked count (preserved when holding Ctrl)
     ImGuiDebugLogFlags      DebugLogFlags;
     ImGuiTextBuffer         DebugLogBuf;
     ImGuiTextIndex          DebugLogIndex;
@@ -2368,8 +2535,13 @@ struct ImGuiContext
     float                   DebugFlashStyleColorTime;
     ImVec4                  DebugFlashStyleColorBackup;
     ImGuiMetricsConfig      DebugMetricsConfig;
+    ImGuiDebugItemPathQuery DebugItemPathQuery;
     ImGuiIDStackTool        DebugIDStackTool;
     ImGuiDebugAllocInfo     DebugAllocInfo;
+#if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+    ImGuiStorage            DebugDrawIdConflictsAliveCount;
+    ImGuiStorage            DebugDrawIdConflictsHighlightSet;
+#endif
 
     // Misc
     float                   FramerateSecPerFrame[60];           // Calculate estimate of framerate for user over the last 60 frames..
@@ -2378,11 +2550,12 @@ struct ImGuiContext
     float                   FramerateSecPerFrameAccum;
     int                     WantCaptureMouseNextFrame;          // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
     int                     WantCaptureKeyboardNextFrame;       // "
-    int                     WantTextInputNextFrame;
+    int                     WantTextInputNextFrame;             // Copied in EndFrame() from g.PlatformImeData.WantTextInput. Needs to be set for some backends (SDL3) to emit character inputs.
     ImVector<char>          TempBuffer;                         // Temporary text buffer
     char                    TempKeychordName[64];
 
     ImGuiContext(ImFontAtlas* shared_font_atlas);
+    ~ImGuiContext();
 };
 
 //-----------------------------------------------------------------------------
@@ -2424,7 +2597,8 @@ struct IMGUI_API ImGuiWindowTempData
     ImVec2                  MenuBarOffset;          // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
     ImGuiMenuColumns        MenuColumns;            // Simplified columns storage for menu items measurement
     int                     TreeDepth;              // Current tree depth.
-    ImU32                   TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.
+    ImU32                   TreeHasStackDataDepthMask;      // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.
+    ImU32                   TreeRecordsClippedNodesY2Mask;  // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set.
     ImVector<ImGuiWindow*>  ChildWindows;
     ImGuiStorage*           StateStorage;           // Current persistent per-window storage (store e.g. tree node open/close state)
     ImGuiOldColumns*        CurrentColumns;         // Current columns set
@@ -2432,6 +2606,8 @@ struct IMGUI_API ImGuiWindowTempData
     ImGuiLayoutType         LayoutType;
     ImGuiLayoutType         ParentLayoutType;       // Layout type of parent window at the time of Begin()
     ImU32                   ModalDimBgColor;
+    ImGuiItemStatusFlags    WindowItemStatusFlags;
+    ImGuiItemStatusFlags    ChildItemStatusFlags;
 
     // Local parameters stacks
     // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
@@ -2474,6 +2650,8 @@ struct IMGUI_API ImGuiWindow
     ImVec2                  ScrollTargetEdgeSnapDist;           // 0.0f = no snapping, >0.0f snapping threshold
     ImVec2                  ScrollbarSizes;                     // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
     bool                    ScrollbarX, ScrollbarY;             // Are scrollbars visible?
+    bool                    ScrollbarXStabilizeEnabled;         // Was ScrollbarX previously auto-stabilized?
+    ImU8                    ScrollbarXStabilizeToggledHistory;  // Used to stabilize scrollbar visibility in case of feedback loops
     bool                    Active;                             // Set to true on Begin(), unless Collapsed
     bool                    WasActive;
     bool                    WriteAccessed;                      // Set to true when any widget access the current window
@@ -2493,13 +2671,14 @@ struct IMGUI_API ImGuiWindow
     short                   BeginOrderWithinParent;             // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
     short                   BeginOrderWithinContext;            // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
     short                   FocusOrder;                         // Order within WindowsFocusOrder[], altered when windows are focused.
+    ImGuiDir                AutoPosLastDirection;
     ImS8                    AutoFitFramesX, AutoFitFramesY;
     bool                    AutoFitOnlyGrows;
-    ImGuiDir                AutoPosLastDirection;
     ImS8                    HiddenFramesCanSkipItems;           // Hide the window for N frames
     ImS8                    HiddenFramesCannotSkipItems;        // Hide the window for N frames while allowing items to be submitted so we can measure their size
     ImS8                    HiddenFramesForRenderOnly;          // Hide the window until frame N at Render() time only
     ImS8                    DisableInputsFrames;                // Disable window interactions for N frames
+    ImGuiWindowBgClickFlags BgClickFlags : 8;                   // Configure behavior of click+dragging on window bg/void or over items. Default sets by io.ConfigWindowsMoveFromTitleBarOnly. If you use this please report in #3379.
     ImGuiCond               SetWindowPosAllowFlags : 8;         // store acceptable condition flags for SetNextWindowPos() use.
     ImGuiCond               SetWindowSizeAllowFlags : 8;        // store acceptable condition flags for SetNextWindowSize() use.
     ImGuiCond               SetWindowCollapsedAllowFlags : 8;   // store acceptable condition flags for SetNextWindowCollapsed() use.
@@ -2527,6 +2706,8 @@ struct IMGUI_API ImGuiWindow
     ImGuiStorage            StateStorage;
     ImVector<ImGuiOldColumns> ColumnsStorage;
     float                   FontWindowScale;                    // User scale multiplier per-window, via SetWindowFontScale()
+    float                   FontWindowScaleParents;
+    float                   FontRefSize;                        // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window.
     int                     SettingsOffset;                     // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
 
     ImDrawList*             DrawList;                           // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
@@ -2537,7 +2718,7 @@ struct IMGUI_API ImGuiWindow
     ImGuiWindow*            RootWindowPopupTree;                // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
     ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
     ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
-    ImGuiWindow*            ParentWindowForFocusRoute;          // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
+    ImGuiWindow*            ParentWindowForFocusRoute;          // Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document)
 
     ImGuiWindow*            NavLastChildNavWindow;              // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
     ImGuiID                 NavLastIds[ImGuiNavLayer_COUNT];    // Last known NavId for this window, per layer (0/1)
@@ -2561,9 +2742,11 @@ public:
 
     // We don't use g.FontSize because the window may be != g.CurrentWindow.
     ImRect      Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
-    float       CalcFontSize() const    { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
     ImRect      TitleBarRect() const    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); }
     ImRect      MenuBarRect() const     { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }
+
+    // [OBSOLETE] ImGuiWindow::CalcFontSize() was removed in 1.92.0 because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window.
+    //float     CalcFontSize() const    { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontWindowScaleParents;
 };
 
 //-----------------------------------------------------------------------------
@@ -2584,6 +2767,8 @@ enum ImGuiTabItemFlagsPrivate_
     ImGuiTabItemFlags_SectionMask_              = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
     ImGuiTabItemFlags_NoCloseButton             = 1 << 20,  // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
     ImGuiTabItemFlags_Button                    = 1 << 21,  // Used by TabItemButton, change the tab item behavior to mimic a button
+    ImGuiTabItemFlags_Invisible                 = 1 << 22,  // To reserve space e.g. with ImGuiTabItemFlags_Leading
+    //ImGuiTabItemFlags_Unsorted                = 1 << 23,  // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
 };
 
 // Storage for one active tab item (sizeof() 40 bytes)
@@ -2595,7 +2780,7 @@ struct ImGuiTabItem
     int                 LastFrameSelected;      // This allows us to infer an ordered list of the last activated tabs with little maintenance
     float               Offset;                 // Position relative to beginning of tab
     float               Width;                  // Width currently displayed
-    float               ContentWidth;           // Width of label, stored during BeginTabItem() call
+    float               ContentWidth;           // Width of label + padding, stored during BeginTabItem() call (misnamed as "Content" would normally imply width of label only)
     float               RequestedWidth;         // Width optionally requested by caller, -1.0f is unused
     ImS32               NameOffset;             // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
     ImS16               BeginOrder;             // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
@@ -2614,10 +2799,11 @@ struct IMGUI_API ImGuiTabBar
     ImGuiID             ID;                     // Zero for tab-bars used by docking
     ImGuiID             SelectedTabId;          // Selected tab/window
     ImGuiID             NextSelectedTabId;      // Next selected tab/window. Will also trigger a scrolling animation
-    ImGuiID             VisibleTabId;           // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
+    ImGuiID             VisibleTabId;           // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview)
     int                 CurrFrameVisible;
     int                 PrevFrameVisible;
     ImRect              BarRect;
+    float               BarRectPrevWidth;       // Backup of previous width. When width change we enforce keep horizontal scroll on focused tab.
     float               CurrTabsContentsHeight;
     float               PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar
     float               WidthAllTabs;           // Actual width of all tabs (locked during layout)
@@ -2636,6 +2822,7 @@ struct IMGUI_API ImGuiTabBar
     bool                WantLayout;
     bool                VisibleTabWasSubmitted;
     bool                TabsAddedNew;           // Set to true when a new tab item or button has been added to the tab bar during last frame
+    bool                ScrollButtonEnabled;
     ImS16               TabsActiveCount;        // Number of tabs submitted this frame.
     ImS16               LastTabItemIdx;         // Index of last BeginTabItem() tab for use by EndTabItem()
     float               ItemSpacingY;
@@ -2651,11 +2838,7 @@ struct IMGUI_API ImGuiTabBar
 //-----------------------------------------------------------------------------
 
 #define IM_COL32_DISABLE                IM_COL32(0,0,0,1)   // Special sentinel code which cannot be used as a regular color.
-#define IMGUI_TABLE_MAX_COLUMNS         512                 // May be further lifted
-
-// Our current column maximum is 64 but we may raise that in the future.
-typedef ImS16 ImGuiTableColumnIdx;
-typedef ImU16 ImGuiTableDrawChannelIdx;
+#define IMGUI_TABLE_MAX_COLUMNS         512                 // Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx.
 
 // [Internal] sizeof() ~ 112
 // We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
@@ -2757,7 +2940,7 @@ struct IMGUI_API ImGuiTable
 {
     ImGuiID                     ID;
     ImGuiTableFlags             Flags;
-    void*                       RawData;                    // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
+    void*                       RawData;                    // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[]
     ImGuiTableTempData*         TempData;                   // Transient data while table is active. Point within g.CurrentTableStack[]
     ImSpan<ImGuiTableColumn>    Columns;                    // Point within RawData[]
     ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex;        // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
@@ -2771,7 +2954,7 @@ struct IMGUI_API ImGuiTable
     int                         ColumnsCount;               // Number of columns declared in BeginTable()
     int                         CurrentRow;
     int                         CurrentColumn;
-    ImS16                       InstanceCurrent;            // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
+    ImS16                       InstanceCurrent;            // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced.
     ImS16                       InstanceInteracted;         // Mark which instance (generally 0) of the same ID is being interacted with
     float                       RowPosY1;
     float                       RowPosY2;
@@ -2803,7 +2986,7 @@ struct IMGUI_API ImGuiTable
     float                       AngledHeadersHeight;        // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
     float                       AngledHeadersSlope;         // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
     ImRect                      OuterRect;                  // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
-    ImRect                      InnerRect;                  // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
+    ImRect                      InnerRect;                  // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is "
     ImRect                      WorkRect;
     ImRect                      InnerClipRect;
     ImRect                      BgClipRect;                 // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
@@ -2847,15 +3030,16 @@ struct IMGUI_API ImGuiTable
     ImGuiTableDrawChannelIdx    DummyDrawChannel;           // Redirect non-visible columns here.
     ImGuiTableDrawChannelIdx    Bg2DrawChannelCurrent;      // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
     ImGuiTableDrawChannelIdx    Bg2DrawChannelUnfrozen;
+    ImS8                        NavLayer;                   // ImGuiNavLayer at the time of BeginTable().
     bool                        IsLayoutLocked;             // Set by TableUpdateLayout() which is called when beginning the first row.
     bool                        IsInsideRow;                // Set when inside TableBeginRow()/TableEndRow().
     bool                        IsInitializing;
     bool                        IsSortSpecsDirty;
     bool                        IsUsingHeaders;             // Set when the first row had the ImGuiTableRowFlags_Headers flag.
     bool                        IsContextPopupOpen;         // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
-    bool                        DisableDefaultContextMenu;  // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup()
+    bool                        DisableDefaultContextMenu;  // Disable default context menu. You may submit your own using TableBeginContextMenuPopup()/EndPopup()
     bool                        IsSettingsRequestLoad;
-    bool                        IsSettingsDirty;            // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
+    bool                        IsSettingsDirty;            // Set when table settings have changed and needs to be reported into ImGuiTableSettings data.
     bool                        IsDefaultDisplayOrder;      // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
     bool                        IsResetAllRequest;
     bool                        IsResetDisplayOrderRequest;
@@ -2879,6 +3063,7 @@ struct IMGUI_API ImGuiTable
 // sizeof() ~ 136 bytes.
 struct IMGUI_API ImGuiTableTempData
 {
+    ImGuiID                     WindowID;                   // Shortcut to g.Tables[TableIndex]->OuterWindow->ID.
     int                         TableIndex;                 // Index in g.Tables.Buf[] pool
     float                       LastTimeActive;             // Last timestamp this structure was used
     float                       AngledHeadersExtraWidth;    // Used in EndTable()
@@ -2899,7 +3084,7 @@ struct IMGUI_API ImGuiTableTempData
     ImGuiTableTempData()        { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
 };
 
-// sizeof() ~ 12
+// sizeof() ~ 16
 struct ImGuiTableColumnSettings
 {
     float                   WidthOrWeight;
@@ -2908,7 +3093,7 @@ struct ImGuiTableColumnSettings
     ImGuiTableColumnIdx     DisplayOrder;
     ImGuiTableColumnIdx     SortOrder;
     ImU8                    SortDirection : 2;
-    ImU8                    IsEnabled : 1; // "Visible" in ini file
+    ImS8                    IsEnabled : 2; // "Visible" in ini file
     ImU8                    IsStretch : 1;
 
     ImGuiTableColumnSettings()
@@ -2918,7 +3103,7 @@ struct ImGuiTableColumnSettings
         Index = -1;
         DisplayOrder = SortOrder = -1;
         SortDirection = ImGuiSortDirection_None;
-        IsEnabled = 1;
+        IsEnabled = -1;
         IsStretch = 0;
     }
 };
@@ -2949,7 +3134,8 @@ namespace ImGui
     // If this ever crashes because g.CurrentWindow is NULL, it means that either:
     // - ImGui::NewFrame() has never been called, which is illegal.
     // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
-    IMGUI_API ImGuiIO&      GetIOEx(ImGuiContext* ctx);
+    IMGUI_API ImGuiIO&         GetIO(ImGuiContext* ctx);
+    IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx);
     inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
     inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
     IMGUI_API ImGuiWindow*  FindWindowByID(ImGuiID id);
@@ -2958,6 +3144,7 @@ namespace ImGui
     IMGUI_API void          UpdateWindowSkipRefresh(ImGuiWindow* window);
     IMGUI_API ImVec2        CalcWindowNextAutoFitSize(ImGuiWindow* window);
     IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
+    IMGUI_API bool          IsWindowInBeginStack(ImGuiWindow* window);
     IMGUI_API bool          IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
     IMGUI_API bool          IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
     IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);
@@ -2986,8 +3173,18 @@ namespace ImGui
     IMGUI_API void          SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
 
     // Fonts, drawing
-    IMGUI_API void          SetCurrentFont(ImFont* font);
-    inline ImFont*          GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
+    IMGUI_API void          RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL: DO NOT USE YET.
+    IMGUI_API void          UnregisterUserTexture(ImTextureData* tex);
+    IMGUI_API void          RegisterFontAtlas(ImFontAtlas* atlas);
+    IMGUI_API void          UnregisterFontAtlas(ImFontAtlas* atlas);
+    IMGUI_API void          SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling);
+    IMGUI_API void          UpdateCurrentFontSize(float restore_font_size_after_scaling);
+    IMGUI_API void          SetFontRasterizerDensity(float rasterizer_density);
+    inline float            GetFontRasterizerDensity() { return GImGui->FontRasterizerDensity; }
+    inline float            GetRoundedFontSize(float size) { return IM_ROUND(size); }
+    IMGUI_API ImFont*       GetDefaultFont();
+    IMGUI_API void          PushPasswordFont();
+    IMGUI_API void          PopPasswordFont();
     inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
     IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
     IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
@@ -2999,9 +3196,10 @@ namespace ImGui
 
     // NewFrame
     IMGUI_API void          UpdateInputEvents(bool trickle_fast_inputs);
-    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();
+    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos);
     IMGUI_API void          FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
     IMGUI_API void          StartMouseMovingWindow(ImGuiWindow* window);
+    IMGUI_API void          StopMouseMovingWindow();
     IMGUI_API void          UpdateMouseMovingWindowNewFrame();
     IMGUI_API void          UpdateMouseMovingWindowEndFrame();
 
@@ -3011,6 +3209,7 @@ namespace ImGui
     IMGUI_API void          CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
 
     // Viewports
+    IMGUI_API void          ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
     IMGUI_API void          SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
 
     // Settings
@@ -3068,14 +3267,15 @@ namespace ImGui
     IMGUI_API bool          ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags);
     IMGUI_API bool          IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);
     IMGUI_API bool          IsClippedEx(const ImRect& bb, ImGuiID id);
-    IMGUI_API void          SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
+    IMGUI_API void          SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
     IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_w, float default_h);
     IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
     IMGUI_API void          PushMultiItemsWidths(int components, float width_full);
-    IMGUI_API void          ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
+    IMGUI_API void          ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min);
+    IMGUI_API void          CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end);
 
     // Parameter stacks (shared)
-    IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);
+    IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);
     IMGUI_API void          BeginDisabledOverrideReenable();
     IMGUI_API void          EndDisabledOverrideReenable();
 
@@ -3090,6 +3290,7 @@ namespace ImGui
 
     // Popups, Modals
     IMGUI_API bool          BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags);
+    IMGUI_API bool          BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags);
     IMGUI_API void          OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
     IMGUI_API void          ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
     IMGUI_API void          ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
@@ -3123,7 +3324,7 @@ namespace ImGui
     IMGUI_API void          NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
     IMGUI_API void          NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
     IMGUI_API void          NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
-    IMGUI_API void          NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data);
+    IMGUI_API void          NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data);
     IMGUI_API void          NavMoveRequestCancel();
     IMGUI_API void          NavMoveRequestApplyResult();
     IMGUI_API void          NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
@@ -3139,7 +3340,7 @@ namespace ImGui
     // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
     // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
     IMGUI_API void          FocusItem();                    // Focus last item (no selection/activation).
-    IMGUI_API void          ActivateItemByID(ImGuiID id);   // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
+    IMGUI_API void          ActivateItemByID(ImGuiID id);   // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. Was called 'ActivateItem()' before 1.89.7.
 
     // Inputs
     // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
@@ -3199,7 +3400,7 @@ namespace ImGui
     //   Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
     // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
     IMGUI_API bool          IsKeyDown(ImGuiKey key, ImGuiID owner_id);
-    IMGUI_API bool          IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);    // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
+    IMGUI_API bool          IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);    // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requires explicit ImGuiInputFlags_Repeat.
     IMGUI_API bool          IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
     IMGUI_API bool          IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);
     IMGUI_API bool          IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
@@ -3241,9 +3442,11 @@ namespace ImGui
     // Drag and Drop
     IMGUI_API bool          IsDragDropActive();
     IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
+    IMGUI_API bool          BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb = NULL);
     IMGUI_API void          ClearDragDrop();
     IMGUI_API bool          IsDragDropPayloadBeingAccepted();
-    IMGUI_API void          RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
+    IMGUI_API void          RenderDragDropTargetRectForItem(const ImRect& bb);
+    IMGUI_API void          RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb);
 
     // Typing-Select API
     // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
@@ -3286,6 +3489,8 @@ namespace ImGui
     IMGUI_API float         TableGetHeaderAngledMaxLabelWidth();
     IMGUI_API void          TablePushBackgroundChannel();
     IMGUI_API void          TablePopBackgroundChannel();
+    IMGUI_API void          TablePushColumnChannel(int column_n);
+    IMGUI_API void          TablePopColumnChannel();
     IMGUI_API void          TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count);
 
     // Tables: Internals
@@ -3335,6 +3540,8 @@ namespace ImGui
 
     // Tab Bars
     inline    ImGuiTabBar*  GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; }
+    IMGUI_API ImGuiTabBar*  TabBarFindByID(ImGuiID id);
+    IMGUI_API void          TabBarRemove(ImGuiTabBar* tab_bar);
     IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
     IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
     IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);
@@ -3349,6 +3556,7 @@ namespace ImGui
     IMGUI_API void          TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);
     IMGUI_API bool          TabBarProcessReorder(ImGuiTabBar* tab_bar);
     IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
+    IMGUI_API void          TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width);
     IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
     IMGUI_API ImVec2        TabItemCalcSize(ImGuiWindow* window);
     IMGUI_API void          TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
@@ -3361,7 +3569,7 @@ namespace ImGui
     IMGUI_API void          RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
     IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
     IMGUI_API void          RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
-    IMGUI_API void          RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
+    IMGUI_API void          RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
     IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f);
     IMGUI_API void          RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
     IMGUI_API void          RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
@@ -3380,11 +3588,15 @@ namespace ImGui
     IMGUI_API void          RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
     IMGUI_API void          RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
 
-    // Widgets
+    // Widgets: Text
     IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
+    IMGUI_API void          TextAligned(float align_x, float size_x, const char* fmt, ...);               // FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
+    IMGUI_API void          TextAlignedV(float align_x, float size_x, const char* fmt, va_list args);
+
+    // Widgets
     IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
     IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
-    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
     IMGUI_API void          SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);
     IMGUI_API void          SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);
     IMGUI_API bool          CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
@@ -3394,7 +3606,7 @@ namespace ImGui
     IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos);
     IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);
     IMGUI_API void          Scrollbar(ImGuiAxis axis);
-    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
+    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0);
     IMGUI_API ImRect        GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
     IMGUI_API ImGuiID       GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
     IMGUI_API ImGuiID       GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
@@ -3408,6 +3620,8 @@ namespace ImGui
 
     // Widgets: Tree Nodes
     IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
+    IMGUI_API void          TreeNodeDrawLineToChildNode(const ImVec2& target_pos);
+    IMGUI_API void          TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data);
     IMGUI_API void          TreePushOverrideID(ImGuiID id);
     IMGUI_API bool          TreeNodeGetOpen(ImGuiID storage_id);
     IMGUI_API void          TreeNodeSetOpen(ImGuiID storage_id, bool open);
@@ -3440,6 +3654,7 @@ namespace ImGui
     inline bool             TempInputIsActive(ImGuiID id)       { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
     inline ImGuiInputTextState* GetInputTextState(ImGuiID id)   { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
     IMGUI_API void          SetNextItemRefVal(ImGuiDataType data_type, void* p_data);
+    inline bool             IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field.
 
     // Color
     IMGUI_API void          ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
@@ -3487,7 +3702,9 @@ namespace ImGui
     IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
     IMGUI_API void          DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
     IMGUI_API void          DebugNodeFont(ImFont* font);
+    IMGUI_API void          DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask);
     IMGUI_API void          DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
+    IMGUI_API void          DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture.
     IMGUI_API void          DebugNodeStorage(ImGuiStorage* storage, const char* label);
     IMGUI_API void          DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
     IMGUI_API void          DebugNodeTable(ImGuiTable* table);
@@ -3521,28 +3738,194 @@ namespace ImGui
 
 
 //-----------------------------------------------------------------------------
-// [SECTION] ImFontAtlas internal API
+// [SECTION] ImFontLoader
 //-----------------------------------------------------------------------------
 
-// This structure is likely to evolve as we add support for incremental atlas updates
-struct ImFontBuilderIO
+// Hooks and storage for a given font backend.
+// This structure is likely to evolve as we add support for incremental atlas updates.
+// Conceptually this could be public, but API is still going to be evolve.
+struct ImFontLoader
 {
-    bool    (*FontBuilder_Build)(ImFontAtlas* atlas);
+    const char*     Name;
+    bool            (*LoaderInit)(ImFontAtlas* atlas);
+    void            (*LoaderShutdown)(ImFontAtlas* atlas);
+    bool            (*FontSrcInit)(ImFontAtlas* atlas, ImFontConfig* src);
+    void            (*FontSrcDestroy)(ImFontAtlas* atlas, ImFontConfig* src);
+    bool            (*FontSrcContainsGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint);
+    bool            (*FontBakedInit)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src);
+    void            (*FontBakedDestroy)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src);
+    bool            (*FontBakedLoadGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x);
+
+    // Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations.
+    // FIXME: At this point the two other types of buffers may be managed by core to be consistent?
+    size_t          FontBakedSrcLoaderDataSize;
+
+    ImFontLoader()  { memset(this, 0, sizeof(*this)); }
 };
 
-// Helper for font builder
 #ifdef IMGUI_ENABLE_STB_TRUETYPE
-IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
+IMGUI_API const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype();
+#endif
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+typedef ImFontLoader ImFontBuilderIO; // [renamed/changed in 1.92] The types are not actually compatible but we provide this as a compile-time error report helper.
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas internal API
+//-----------------------------------------------------------------------------
+
+#define IMGUI_FONT_SIZE_MAX                                     (512.0f)
+#define IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE      (128.0f)
+
+// Helpers: ImTextureRef ==/!= operators provided as convenience
+// (note that _TexID and _TexData are never set simultaneously)
+inline bool operator==(const ImTextureRef& lhs, const ImTextureRef& rhs)    { return lhs._TexID == rhs._TexID && lhs._TexData == rhs._TexData; }
+inline bool operator!=(const ImTextureRef& lhs, const ImTextureRef& rhs)    { return lhs._TexID != rhs._TexID || lhs._TexData != rhs._TexData; }
+
+// Refer to ImFontAtlasPackGetRect() to better understand how this works.
+#define ImFontAtlasRectId_IndexMask_        (0x0007FFFF)    // 20-bits signed: index to access builder->RectsIndex[].
+#define ImFontAtlasRectId_GenerationMask_   (0x3FF00000)    // 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers.
+#define ImFontAtlasRectId_GenerationShift_  (20)
+inline int               ImFontAtlasRectId_GetIndex(ImFontAtlasRectId id)       { return (id & ImFontAtlasRectId_IndexMask_); }
+inline unsigned int      ImFontAtlasRectId_GetGeneration(ImFontAtlasRectId id)  { return (unsigned int)(id & ImFontAtlasRectId_GenerationMask_) >> ImFontAtlasRectId_GenerationShift_; }
+inline ImFontAtlasRectId ImFontAtlasRectId_Make(int index_idx, int gen_idx)     { IM_ASSERT(index_idx >= 0 && index_idx <= ImFontAtlasRectId_IndexMask_ && gen_idx <= (ImFontAtlasRectId_GenerationMask_ >> ImFontAtlasRectId_GenerationShift_)); return (ImFontAtlasRectId)(index_idx | (gen_idx << ImFontAtlasRectId_GenerationShift_)); }
+
+// Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles)
+// User are returned ImFontAtlasRectId values which are meant to be persistent.
+// We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId.
+// RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code.
+// Having this also makes it easier to e.g. sort rectangles during repack.
+struct ImFontAtlasRectEntry
+{
+    int                 TargetIndex : 20;   // When Used: ImFontAtlasRectId -> into Rects[]. When unused: index to next unused RectsIndex[] slot to consume free-list.
+    unsigned int        Generation : 10;    // Increased each time the entry is reused for a new rectangle.
+    unsigned int        IsUsed : 1;
+};
+
+// Data available to potential texture post-processing functions
+struct ImFontAtlasPostProcessData
+{
+    ImFontAtlas*        FontAtlas;
+    ImFont*             Font;
+    ImFontConfig*       FontSrc;
+    ImFontBaked*        FontBaked;
+    ImFontGlyph*        Glyph;
+
+    // Pixel data
+    void*               Pixels;
+    ImTextureFormat     Format;
+    int                 Pitch;
+    int                 Width;
+    int                 Height;
+};
+
+// We avoid dragging imstb_rectpack.h into public header (partly because binding generators are having issues with it)
+#ifdef IMGUI_STB_NAMESPACE
+namespace IMGUI_STB_NAMESPACE { struct stbrp_node; }
+typedef IMGUI_STB_NAMESPACE::stbrp_node stbrp_node_im;
+#else
+struct stbrp_node;
+typedef stbrp_node stbrp_node_im;
 #endif
-IMGUI_API void      ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas);
-IMGUI_API void      ImFontAtlasBuildInit(ImFontAtlas* atlas);
-IMGUI_API void      ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
-IMGUI_API void      ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
-IMGUI_API void      ImFontAtlasBuildFinish(ImFontAtlas* atlas);
-IMGUI_API void      ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);
-IMGUI_API void      ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);
-IMGUI_API void      ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
-IMGUI_API void      ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
+struct stbrp_context_opaque { char data[80]; };
+
+// Internal storage for incrementally packing and building a ImFontAtlas
+struct ImFontAtlasBuilder
+{
+    stbrp_context_opaque        PackContext;            // Actually 'stbrp_context' but we don't want to define this in the header file.
+    ImVector<stbrp_node_im>     PackNodes;
+    ImVector<ImTextureRect>     Rects;
+    ImVector<ImFontAtlasRectEntry> RectsIndex;          // ImFontAtlasRectId -> index into Rects[]
+    ImVector<unsigned char>     TempBuffer;             // Misc scratch buffer
+    int                         RectsIndexFreeListStart;// First unused entry
+    int                         RectsPackedCount;       // Number of packed rectangles.
+    int                         RectsPackedSurface;     // Number of packed pixels. Used when compacting to heuristically find the ideal texture size.
+    int                         RectsDiscardedCount;
+    int                         RectsDiscardedSurface;
+    int                         FrameCount;             // Current frame count
+    ImVec2i                     MaxRectSize;            // Largest rectangle to pack (de-facto used as a "minimum texture size")
+    ImVec2i                     MaxRectBounds;          // Bottom-right most used pixels
+    bool                        LockDisableResize;      // Disable resizing texture
+    bool                        PreloadedAllGlyphsRanges; // Set when missing ImGuiBackendFlags_RendererHasTextures features forces atlas to preload everything.
+
+    // Cache of all ImFontBaked
+    ImStableVector<ImFontBaked,32> BakedPool;
+    ImGuiStorage                BakedMap;               // BakedId --> ImFontBaked*
+    int                         BakedDiscardedCount;
+
+    // Custom rectangle identifiers
+    ImFontAtlasRectId           PackIdMouseCursors;     // White pixel + mouse cursors. Also happen to be fallback in case of packing failure.
+    ImFontAtlasRectId           PackIdLinesTexData;
+
+    ImFontAtlasBuilder()        { memset(this, 0, sizeof(*this)); FrameCount = -1; RectsIndexFreeListStart = -1; PackIdMouseCursors = PackIdLinesTexData = -1; }
+};
+
+IMGUI_API void              ImFontAtlasBuildInit(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasBuildDestroy(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasBuildMain(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader);
+IMGUI_API void              ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font);
+IMGUI_API void              ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char);
+IMGUI_API void              ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects
+
+IMGUI_API ImTextureData*    ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h);
+IMGUI_API void              ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas);
+IMGUI_API void              ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h);
+IMGUI_API void              ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_w = -1, int old_h = -1);
+IMGUI_API void              ImFontAtlasTextureCompact(ImFontAtlas* atlas);
+IMGUI_API ImVec2i           ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas);
+
+IMGUI_API void              ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src);
+IMGUI_API void              ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas); // Legacy
+IMGUI_API void              ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v);
+IMGUI_API void              ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames);
+
+IMGUI_API bool              ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src);
+IMGUI_API void              ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src);
+IMGUI_API void              ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src);
+IMGUI_API bool              ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font); // Using FontDestroyOutput/FontInitOutput sequence useful notably if font loader params have changed
+IMGUI_API void              ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font);
+IMGUI_API void              ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames);
+
+IMGUI_API ImGuiID           ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density);
+IMGUI_API ImFontBaked*      ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density);
+IMGUI_API ImFontBaked*      ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density);
+IMGUI_API ImFontBaked*      ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id);
+IMGUI_API void              ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked);
+IMGUI_API ImFontGlyph*      ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph);
+IMGUI_API void              ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x);
+IMGUI_API void              ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph);
+IMGUI_API void              ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch);
+
+IMGUI_API void              ImFontAtlasPackInit(ImFontAtlas* atlas);
+IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL);
+IMGUI_API ImTextureRect*    ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id);
+IMGUI_API ImTextureRect*    ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id);
+IMGUI_API void              ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id);
+
+IMGUI_API void              ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures);
+IMGUI_API void              ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data);
+IMGUI_API void              ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data);
+IMGUI_API void              ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex);
+IMGUI_API void              ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas);
+
+IMGUI_API void              ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h);
+IMGUI_API void              ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data);
+IMGUI_API void              ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor);
+IMGUI_API void              ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col);
+IMGUI_API void              ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h);
+IMGUI_API void              ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h);
+
+IMGUI_API int               ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format);
+IMGUI_API const char*       ImTextureDataGetStatusName(ImTextureStatus status);
+IMGUI_API const char*       ImTextureDataGetFormatName(ImTextureFormat format);
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+IMGUI_API void              ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas);
+#endif
+
+IMGUI_API bool      ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
 
 //-----------------------------------------------------------------------------
 // [SECTION] Test Engine specific hooks (imgui_test_engine)
@@ -3559,7 +3942,7 @@ extern const char*  ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI
 #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS)    // Register item label and status flags (optional)
 #define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__)                                      // Custom log entry from user land into test log
 #else
-#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 ((void)0)
+#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA)      ((void)0)
 #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      ((void)g)
 #endif
 
diff --git a/external/imgui/imgui_tables.cpp b/external/imgui/imgui_tables.cpp
index e36e6f1..41fdf6a 100644
--- a/external/imgui/imgui_tables.cpp
+++ b/external/imgui/imgui_tables.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5
+// dear imgui, v1.92.5
 // (tables and columns code)
 
 /*
@@ -24,9 +24,9 @@ Index of this file:
 */
 
 // Navigating this file:
-// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
-// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
+// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
 
 //-----------------------------------------------------------------------------
 // [SECTION] Commentary
@@ -221,6 +221,7 @@ Index of this file:
 #pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
 #pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
 #pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat"                         // warning: format specifies type 'int' but the argument has type 'unsigned int'
 #pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
 #pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
@@ -230,9 +231,14 @@ Index of this file:
 #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
 #pragma clang diagnostic ignored "-Wnontrivial-memaccess"           // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wswitch-default"                 // warning: 'switch' missing 'default' label
 #elif defined(__GNUC__)
 #pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
 #pragma GCC diagnostic ignored "-Wformat-nonliteral"                // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wdouble-promotion"                 // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wformat"                           // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wstrict-overflow"
 #pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
 #endif
 
@@ -336,6 +342,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
     {
         ItemSize(outer_rect);
         ItemAdd(outer_rect, id);
+        g.NextWindowData.ClearFlags();
         return false;
     }
 
@@ -370,6 +377,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
     table->ColumnsCount = columns_count;
     table->IsLayoutLocked = false;
     table->InnerWidth = inner_width;
+    table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent;
     temp_data->UserOuterSize = outer_size;
 
     // Instance data (for instance 0, TableID == TableInstanceID)
@@ -410,11 +418,15 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
 
         // Reset scroll if we are reactivating it
         if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
-            SetNextWindowScroll(ImVec2(0.0f, 0.0f));
+            if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0)
+                SetNextWindowScroll(ImVec2(0.0f, 0.0f));
 
         // Create scrolling region (without border and zero window padding)
-        ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
-        BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags);
+        ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None;
+        ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None;
+        if (flags & ImGuiTableFlags_ScrollX)
+            child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar;
+        BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags);
         table->InnerWindow = g.CurrentWindow;
         table->WorkRect = table->InnerWindow->WorkRect;
         table->OuterRect = table->InnerWindow->Rect();
@@ -425,7 +437,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
         if (table->InnerWindow->SkipItems && outer_window_is_measuring_size)
             table->InnerWindow->SkipItems = false;
 
-        // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
+        // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned
         if (instance_no == 0)
         {
             table->HasScrollbarYPrev = table->HasScrollbarYCurr;
@@ -439,6 +451,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
         // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
         table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
         table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
+        table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking across a table
     }
 
     // Push a standardized ID for both child-using and not-child-using tables
@@ -451,6 +464,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
     table->HostIndentX = inner_window->DC.Indent.x;
     table->HostClipRect = inner_window->ClipRect;
     table->HostSkipItems = inner_window->SkipItems;
+    temp_data->WindowID = inner_window->ID;
     temp_data->HostBackupWorkRect = inner_window->WorkRect;
     temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
     temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
@@ -529,7 +543,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
 
     // Make table current
     g.CurrentTable = table;
-    outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
+    inner_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
     outer_window->DC.CurrentTableIdx = table_idx;
     if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
         inner_window->DC.CurrentTableIdx = table_idx;
@@ -567,6 +581,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
         // Initialize
         table->SettingsOffset = -1;
         table->IsSortSpecsDirty = true;
+        table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934)
         table->InstanceInteracted = -1;
         table->ContextPopupColumn = -1;
         table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
@@ -932,7 +947,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
             // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
             // large height (= first frame scrollbar display very off + clipper would skip lots of items).
             // This is merely making the side-effect less extreme, but doesn't properly fixes it.
-            // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?
+            // FIXME: Move this to ->WidthGiven to avoid temporary lossyness?
             // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.
             if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)
                 column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?
@@ -966,7 +981,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
     // [Part 4] Apply final widths based on requested widths
     const ImRect work_rect = table->WorkRect;
     const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
-    const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
+    const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920)
     const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
     const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
     float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
@@ -1045,7 +1060,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
         const int column_n = table->DisplayOrderToIndex[order_n];
         ImGuiTableColumn* column = &table->Columns[column_n];
 
-        column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
+        // Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen
+        column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer);
 
         if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
         {
@@ -1175,7 +1191,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
     }
 
     // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
-    // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
+    // Else if give no chance to a clipper-savvy user to submit rows and therefore total contents height used by scrollbar.
     if (has_at_least_one_column_requesting_output == false)
     {
         table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
@@ -1236,7 +1252,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
 
     // [Part 11] Default context menu
     // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup().
-    // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup().
+    // - To modify or replace this: set table->DisableDefaultContextMenu = true, then call TableBeginContextMenuPopup()/.../EndPopup().
     // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu,
     //   e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options.
     if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table))
@@ -1332,7 +1348,11 @@ void    ImGui::EndTable()
 {
     ImGuiContext& g = *GImGui;
     ImGuiTable* table = g.CurrentTable;
-    IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!");
+        return;
+    }
 
     // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
     // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
@@ -1347,7 +1367,7 @@ void    ImGui::EndTable()
     ImGuiWindow* inner_window = table->InnerWindow;
     ImGuiWindow* outer_window = table->OuterWindow;
     ImGuiTableTempData* temp_data = table->TempData;
-    IM_ASSERT(inner_window == g.CurrentWindow);
+    IM_ASSERT(inner_window == g.CurrentWindow && inner_window->ID == temp_data->WindowID);
     IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
 
     if (table->IsInsideRow)
@@ -1374,7 +1394,7 @@ void    ImGui::EndTable()
 
     // Setup inner scrolling range
     // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
-    // but since the later is likely to be impossible to do we'd rather update both axises together.
+    // but since the later is likely to be impossible to do we'd rather update both axes together.
     if (table->Flags & ImGuiTableFlags_ScrollX)
     {
         const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
@@ -1484,7 +1504,7 @@ void    ImGui::EndTable()
     if (inner_window != outer_window)
     {
         short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
-        inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
+        inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently.
         g.CurrentTable = NULL; // To avoid error recovery recursing
         EndChild();
         g.CurrentTable = table;
@@ -1492,6 +1512,7 @@ void    ImGui::EndTable()
     }
     else
     {
+        table->InnerWindow->DC.TreeDepth--;
         ItemSize(table->OuterRect.GetSize());
         ItemAdd(table->OuterRect, 0);
     }
@@ -1539,7 +1560,7 @@ void    ImGui::EndTable()
     IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
     IM_ASSERT(g.TablesTempDataStacked > 0);
     temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
-    g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
+    g.CurrentTable = temp_data && (temp_data->WindowID == outer_window->ID) ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
     if (g.CurrentTable)
     {
         g.CurrentTable->TempData = temp_data;
@@ -1549,14 +1570,43 @@ void    ImGui::EndTable()
     NavUpdateCurrentWindowIsScrollPushableX();
 }
 
+// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings.
+// 'init_mask' specify which fields to initialize.
+static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask)
+{
+    ImGuiTableColumnFlags flags = column->Flags;
+    if (init_mask & ImGuiTableFlags_Resizable)
+    {
+        float init_width_or_weight = column->InitStretchWeightOrWidth;
+        column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
+        column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f;
+        if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified
+            column->AutoFitQueue = 0x00;
+    }
+    if (init_mask & ImGuiTableFlags_Reorderable)
+        column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column);
+    if (init_mask & ImGuiTableFlags_Hideable)
+        column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1;
+    if (init_mask & ImGuiTableFlags_Sortable)
+    {
+        // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
+        column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1;
+        column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None;
+    }
+}
+
 // See "COLUMNS SIZING POLICIES" comments at the top of this file
 // If (init_width_or_weight <= 0.0f) it is ignored
 void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
 {
     ImGuiContext& g = *GImGui;
     ImGuiTable* table = g.CurrentTable;
-    IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
-    IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+        return;
+    }
+    IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
     IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
     if (table->DeclColumnsCount >= table->ColumnsCount)
     {
@@ -1573,7 +1623,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
         IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column.");
 
     // When passing a width automatically enforce WidthFixed policy
-    // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)
+    // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable)
     if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
         if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
             flags |= ImGuiTableColumnFlags_WidthFixed;
@@ -1591,27 +1641,10 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
     column->InitStretchWeightOrWidth = init_width_or_weight;
     if (table->IsInitializing)
     {
-        // Init width or weight
+        ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags;
         if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
-        {
-            if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
-                column->WidthRequest = init_width_or_weight;
-            if (flags & ImGuiTableColumnFlags_WidthStretch)
-                column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
-
-            // Disable auto-fit if an explicit width/weight has been specified
-            if (init_width_or_weight > 0.0f)
-                column->AutoFitQueue = 0x00;
-        }
-
-        // Init default visibility/sort state
-        if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
-            column->IsUserEnabled = column->IsUserEnabledNextFrame = false;
-        if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
-        {
-            column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
-            column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
-        }
+            init_flags |= ImGuiTableFlags_Resizable;
+        TableInitColumnDefaults(table, column, init_flags);
     }
 
     // Store name (append with zero-terminator in contiguous buffer)
@@ -1620,7 +1653,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
     if (label != NULL && label[0] != 0)
     {
         column->NameOffset = (ImS16)table->ColumnsNames.size();
-        table->ColumnsNames.append(label, label + strlen(label) + 1);
+        table->ColumnsNames.append(label, label + ImStrlen(label) + 1);
     }
 }
 
@@ -1629,7 +1662,11 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
 {
     ImGuiContext& g = *GImGui;
     ImGuiTable* table = g.CurrentTable;
-    IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+        return;
+    }
     IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
     IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
     IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
@@ -1706,9 +1743,11 @@ void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
 {
     ImGuiContext& g = *GImGui;
     ImGuiTable* table = g.CurrentTable;
-    IM_ASSERT(table != NULL);
-    if (!table)
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
         return;
+    }
     IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
     if (column_n < 0)
         column_n = table->CurrentColumn;
@@ -1787,6 +1826,11 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n
     ImGuiContext& g = *GImGui;
     ImGuiTable* table = g.CurrentTable;
     IM_ASSERT(target != ImGuiTableBgTarget_None);
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+        return;
+    }
 
     if (color == IM_COL32_DISABLE)
         color = 0;
@@ -1915,7 +1959,10 @@ void ImGui::TableEndRow(ImGuiTable* table)
     IM_ASSERT(table->IsInsideRow);
 
     if (table->CurrentColumn != -1)
+    {
         TableEndCell(table);
+        table->CurrentColumn = -1;
+    }
 
     // Logging
     if (g.LogEnabled)
@@ -2008,12 +2055,13 @@ void ImGui::TableEndRow(ImGuiTable* table)
     }
 
     // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
-    // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
-    // get the new cursor position.
+    // - We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark
+    //   end of row and get the new cursor position.
     if (unfreeze_rows_request)
     {
+        IM_ASSERT(table->FreezeRowsRequest > 0);
         for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
-            table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
+            table->Columns[column_n].NavLayerCurrent = table->NavLayer;
         const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
         table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
 
@@ -2080,7 +2128,11 @@ bool ImGui::TableSetColumnIndex(int column_n)
     {
         if (table->CurrentColumn != -1)
             TableEndCell(table);
-        IM_ASSERT(column_n >= 0 && table->ColumnsCount);
+        if ((column_n >= 0 && column_n < table->ColumnsCount) == false)
+        {
+            IM_ASSERT_USER_ERROR(column_n >= 0 && column_n < table->ColumnsCount, "TableSetColumnIndex() invalid column index!");
+            return false;
+        }
         TableBeginCell(table, column_n);
     }
 
@@ -2151,6 +2203,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
         g.LastItemData.StatusFlags = 0;
     }
 
+    // Also see TablePushColumnChannel()
     if (table->Flags & ImGuiTableFlags_NoClip)
     {
         // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
@@ -2424,10 +2477,38 @@ void ImGui::TablePopBackgroundChannel()
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
     ImGuiTable* table = g.CurrentTable;
-    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
 
     // Optimization: avoid PopClipRect() + SetCurrentChannel()
     SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
+    table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[table->CurrentColumn].DrawChannelCurrent);
+}
+
+// Also see TableBeginCell()
+void ImGui::TablePushColumnChannel(int column_n)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+
+    // Optimization: avoid SetCurrentChannel() + PushClipRect()
+    if (table->Flags & ImGuiTableFlags_NoClip)
+        return;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiTableColumn* column = &table->Columns[column_n];
+    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+    table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+}
+
+void ImGui::TablePopColumnChannel()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+
+    // Optimization: avoid PopClipRect() + SetCurrentChannel()
+    if ((table->Flags & ImGuiTableFlags_NoClip) || (table->CurrentColumn == -1)) // Calling TreePop() after TableNextRow() is supported.
+        return;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
+    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
     table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
 }
 
@@ -2445,7 +2526,7 @@ void ImGui::TablePopBackgroundChannel()
 // - NoClip                       --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
 // - Clip                         --> 2+D+N channels
 // - FreezeRows                   --> 2+D+N*2 (unless scrolling value is zero)
-// - FreezeRows || FreezeColunns  --> 3+D+N*2 (unless scrolling value is zero)
+// - FreezeRows || FreezeColumns  --> 3+D+N*2 (unless scrolling value is zero)
 // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
 void ImGui::TableSetupDrawChannels(ImGuiTable* table)
 {
@@ -2738,8 +2819,13 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
                 continue;
 
             // Draw in outer window so right-most column won't be clipped
-            // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
-            float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head;
+            float draw_y2 = draw_y2_head;
+            if (is_frozen_separator)
+                draw_y2 = draw_y2_body;
+            else if ((table->Flags & ImGuiTableFlags_NoBordersInBodyUntilResize) != 0 && (is_hovered || is_resized))
+                draw_y2 = draw_y2_body;
+            else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0)
+                draw_y2 = draw_y2_body;
             if (draw_y2 > draw_y1)
                 inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
         }
@@ -2802,9 +2888,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
 {
     ImGuiContext& g = *GImGui;
     ImGuiTable* table = g.CurrentTable;
-    IM_ASSERT(table != NULL);
-
-    if (!(table->Flags & ImGuiTableFlags_Sortable))
+    if (table == NULL || !(table->Flags & ImGuiTableFlags_Sortable))
         return NULL;
 
     // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
@@ -3029,7 +3113,11 @@ void ImGui::TableHeadersRow()
 {
     ImGuiContext& g = *GImGui;
     ImGuiTable* table = g.CurrentTable;
-    IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+        return;
+    }
 
     // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make
     // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this.
@@ -3074,7 +3162,12 @@ void ImGui::TableHeader(const char* label)
         return;
 
     ImGuiTable* table = g.CurrentTable;
-    IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+        return;
+    }
+
     IM_ASSERT(table->CurrentColumn != -1);
     const int column_n = table->CurrentColumn;
     ImGuiTableColumn* column = &table->Columns[column_n];
@@ -3195,7 +3288,7 @@ void ImGui::TableHeader(const char* label)
     // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
     // be merged into a single draw call.
     //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
-    RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
+    RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, &label_size);
 
     const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
     if (text_clipped && hovered && g.ActiveId == 0)
@@ -3249,7 +3342,11 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
     ImGuiTable* table = g.CurrentTable;
     ImGuiWindow* window = g.CurrentWindow;
     ImDrawList* draw_list = window->DrawList;
-    IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
+    if (table == NULL)
+    {
+        IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+        return;
+    }
     IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
 
     if (max_label_width == 0.0f)
@@ -3288,13 +3385,13 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
     ButtonBehavior(row_r, row_id, NULL, NULL);
     KeepAliveID(row_id);
 
-    const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better
+    const float ascent_scaled = g.FontBaked->Ascent * g.FontBakedScale; // FIXME: Standardize those scaling factors better
     const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
     const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
     const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
 
     // Draw background and labels in first pass, then all borders.
-    float max_x = 0.0f;
+    float max_x = -FLT_MAX;
     for (int pass = 0; pass < 2; pass++)
         for (int order_n = 0; order_n < data_count; order_n++)
         {
@@ -3324,7 +3421,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
 
                 // Left<>Right alignment
                 float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
-                float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
+                float line_off_for_align_x = ImFloor(ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x);
                 line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
 
                 // Register header width
@@ -3343,7 +3440,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
                     ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
                     int vtx_idx_begin = draw_list->_VtxCurrentIdx;
                     PushStyleColor(ImGuiCol_Text, request->TextColor);
-                    RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
+                    RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, label_name, label_name_eol, &label_size);
                     PopStyleColor();
                     int vtx_idx_end = draw_list->_VtxCurrentIdx;
 
@@ -3680,6 +3777,14 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
     table->SettingsLoadedFlags = settings->SaveFlags;
     table->RefScale = settings->RefScale;
 
+    // Initialize default columns settings
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        TableInitColumnDefaults(table, column, ~0);
+        column->AutoFitQueue = 0x00;
+    }
+
     // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
     ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
     ImU64 display_order_mask = 0;
@@ -3696,14 +3801,12 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
                 column->StretchWeight = column_settings->WidthOrWeight;
             else
                 column->WidthRequest = column_settings->WidthOrWeight;
-            column->AutoFitQueue = 0x00;
         }
         if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
             column->DisplayOrder = column_settings->DisplayOrder;
-        else
-            column->DisplayOrder = (ImGuiTableColumnIdx)column_n;
         display_order_mask |= (ImU64)1 << column->DisplayOrder;
-        column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;
+        if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1)
+            column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1;
         column->SortOrder = column_settings->SortOrder;
         column->SortDirection = column_settings->SortDirection;
     }
@@ -3799,8 +3902,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
         const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
         const bool save_order   = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
         const bool save_sort    = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
-        if (!save_size && !save_visible && !save_order && !save_sort)
-            continue;
+        // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings".
 
         buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
         buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
@@ -3847,7 +3949,7 @@ void ImGui::TableSettingsAddSettingsHandler()
 // - TableGcCompactSettings() [Internal]
 //-------------------------------------------------------------------------
 
-// Remove Table (currently only used by TestEngine)
+// Remove Table data (currently only used by TestEngine)
 void ImGui::TableRemove(ImGuiTable* table)
 {
     //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
@@ -3926,9 +4028,9 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
     bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
     if (!is_active) { PopStyleColor(); }
     if (IsItemHovered())
-        GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
+        GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
     if (IsItemVisible() && table->HoveredColumnBody != -1)
-        GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
+        GetForegroundDrawList(table->OuterWindow)->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
     if (!open)
         return;
     if (table->InstanceCurrent > 0)
@@ -3982,7 +4084,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
         if (IsItemHovered())
         {
             ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);
-            GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
+            GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
         }
     }
     if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
diff --git a/external/imgui/imgui_widgets.cpp b/external/imgui/imgui_widgets.cpp
index b5d66ba..e487b3f 100644
--- a/external/imgui/imgui_widgets.cpp
+++ b/external/imgui/imgui_widgets.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5
+// dear imgui, v1.92.5
 // (widgets code)
 
 /*
@@ -70,6 +70,7 @@ Index of this file:
 #pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
 #pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
 #pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat"                         // warning: format specifies type 'int' but the argument has type 'unsigned int'
 #pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
 #pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
 #pragma clang diagnostic ignored "-Wunused-macros"                  // warning: macro is not used                                // we define snprintf/vsnprintf on Windows so they are available, but not always used.
@@ -80,11 +81,17 @@ Index of this file:
 #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
 #pragma clang diagnostic ignored "-Wnontrivial-memaccess"           // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wswitch-default"                 // warning: 'switch' missing 'default' label
 #elif defined(__GNUC__)
 #pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wformat"                           // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
 #pragma GCC diagnostic ignored "-Wformat-nonliteral"                // warning: format not a string literal, format string not checked
-#pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
 #pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma GCC diagnostic ignored "-Wdouble-promotion"                 // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wstrict-overflow"                  // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
+#pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual"                        // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
 #endif
 
 //-------------------------------------------------------------------------
@@ -128,8 +135,7 @@ static const ImU64          IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
 
 // For InputTextEx()
 static bool     InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false);
-static int      InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
-static ImVec2   InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
+static ImVec2   InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining = NULL, ImVec2* out_offset = NULL, ImDrawTextFlags flags = 0);
 
 //-------------------------------------------------------------------------
 // [SECTION] Widgets: Text, etc.
@@ -164,7 +170,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
     // Calculate length
     const char* text_begin = text;
     if (text_end == NULL)
-        text_end = text + strlen(text); // FIXME-OPT
+        text_end = text + ImStrlen(text); // FIXME-OPT
 
     const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
     const float wrap_pos_x = window->DC.TextWrapPos;
@@ -204,7 +210,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
                 int lines_skipped = 0;
                 while (line < text_end && lines_skipped < lines_skippable)
                 {
-                    const char* line_end = (const char*)memchr(line, '\n', text_end - line);
+                    const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line);
                     if (!line_end)
                         line_end = text_end;
                     if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
@@ -225,7 +231,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
                 if (IsClippedEx(line_rect, 0))
                     break;
 
-                const char* line_end = (const char*)memchr(line, '\n', text_end - line);
+                const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line);
                 if (!line_end)
                     line_end = text_end;
                 text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
@@ -240,7 +246,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
             int lines_skipped = 0;
             while (line < text_end)
             {
-                const char* line_end = (const char*)memchr(line, '\n', text_end - line);
+                const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line);
                 if (!line_end)
                     line_end = text_end;
                 if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
@@ -332,6 +338,46 @@ void ImGui::TextWrappedV(const char* fmt, va_list args)
         PopTextWrapPos();
 }
 
+void ImGui::TextAligned(float align_x, float size_x, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextAlignedV(align_x, size_x, fmt, args);
+    va_end(args);
+}
+
+// align_x: 0.0f = left, 0.5f = center, 1.0f = right.
+// size_x : 0.0f = shortcut for GetContentRegionAvail().x
+// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
+void ImGui::TextAlignedV(float align_x, float size_x, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const char* text, *text_end;
+    ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
+    const ImVec2 text_size = CalcTextSize(text, text_end);
+    size_x = CalcItemSize(ImVec2(size_x, 0.0f), 0.0f, text_size.y).x;
+
+    ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+    ImVec2 pos_max(pos.x + size_x, window->ClipRect.Max.y);
+    ImVec2 size(ImMin(size_x, text_size.x), text_size.y);
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x);
+    window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x);
+    if (align_x > 0.0f && text_size.x < size_x)
+        pos.x += ImTrunc((size_x - text_size.x) * align_x);
+    RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size);
+
+    const ImVec2 backup_max_pos = window->DC.CursorMaxPos;
+    ItemSize(size);
+    ItemAdd(ImRect(pos, pos + size), 0);
+    window->DC.CursorMaxPos.x = backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up.
+
+    if (size_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_ForTooltip))
+        SetTooltip("%.*s", (int)(text_end - text), text);
+}
+
 void ImGui::LabelText(const char* label, const char* fmt, ...)
 {
     va_list args;
@@ -472,7 +518,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
 // - PressedOnDragDropHold can generally be associated with any flag.
 // - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
 //------------------------------------------------------------------------------------------------------------------------------------------------
-// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:
+// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set:
 //                                         Repeat+                  Repeat+           Repeat+             Repeat+
 //                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick
 //-------------------------------------------------------------------------------------------------------------------------------------------------
@@ -487,7 +533,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
 //   And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
 //   For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
 // - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
-//   One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior()
+//   One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
 //   with same ID and different MouseButton (see #8030). You can fix it by:
 //       (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
 //    or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
@@ -501,6 +547,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
     ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags);
     if (flags & ImGuiButtonFlags_AllowOverlap)
         item_flags |= ImGuiItemFlags_AllowOverlap;
+    if (item_flags & ImGuiItemFlags_NoFocus)
+        flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus;
 
     // Default only reacts to left mouse button
     if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
@@ -511,7 +559,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
         flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_;
 
     ImGuiWindow* backup_hovered_window = g.HoveredWindow;
-    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;
+    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow;
     if (flatten_hovered_children)
         g.HoveredWindow = window;
 
@@ -524,9 +572,11 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
     bool pressed = false;
     bool hovered = ItemHoverable(bb, id, item_flags);
 
-    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
-    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
-        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+    // Special mode for Drag and Drop used by openables (tree nodes, tabs etc.)
+    // where holding the button pressed for a long time while drag a payload item triggers the button.
+    if (g.DragDropActive)
+    {
+        if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
         {
             hovered = true;
             SetHoveredID(id);
@@ -537,6 +587,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
                 FocusWindow(window);
             }
         }
+        if (g.DragDropAcceptIdPrev == id && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptDrawAsHovered))
+            hovered = true;
+    }
 
     if (flatten_hovered_children)
         g.HoveredWindow = backup_hovered_window;
@@ -570,13 +623,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
                 if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
                 {
                     SetActiveID(id, window);
-                    g.ActiveIdMouseButton = mouse_button_clicked;
+                    g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
                     if (!(flags & ImGuiButtonFlags_NoNavFocus))
                     {
                         SetFocusID(id, window);
                         FocusWindow(window);
                     }
-                    else
+                    else if (!(flags & ImGuiButtonFlags_NoFocus))
                     {
                         FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
                     }
@@ -588,13 +641,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
                         ClearActiveID();
                     else
                         SetActiveID(id, window); // Hold on ID
-                    g.ActiveIdMouseButton = mouse_button_clicked;
+                    g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
                     if (!(flags & ImGuiButtonFlags_NoNavFocus))
                     {
                         SetFocusID(id, window);
                         FocusWindow(window);
                     }
-                    else
+                    else if (!(flags & ImGuiButtonFlags_NoFocus))
                     {
                         FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
                     }
@@ -626,32 +679,35 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
 
     // Keyboard/Gamepad navigation handling
     // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
-    if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
-        if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
-            hovered = true;
-    if (g.NavActivateDownId == id)
+    if ((item_flags & ImGuiItemFlags_Disabled) == 0)
     {
-        bool nav_activated_by_code = (g.NavActivateId == id);
-        bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
-        if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
+        if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
+            if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
+                hovered = true;
+        if (g.NavActivateDownId == id)
         {
-            // Avoid pressing multiple keys from triggering excessive amount of repeat events
-            const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
-            const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
-            const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
-            const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
-            nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
-        }
-        if (nav_activated_by_code || nav_activated_by_inputs)
-        {
-            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
-            pressed = true;
-            SetActiveID(id, window);
-            g.ActiveIdSource = g.NavInputSource;
-            if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
-                SetFocusID(id, window);
-            if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
-                g.ActiveIdFromShortcut = true;
+            bool nav_activated_by_code = (g.NavActivateId == id);
+            bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
+            if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
+            {
+                // Avoid pressing multiple keys from triggering excessive amount of repeat events
+                const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
+                const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
+                const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
+                const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
+                nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
+            }
+            if (nav_activated_by_code || nav_activated_by_inputs)
+            {
+                // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
+                pressed = true;
+                SetActiveID(id, window);
+                g.ActiveIdSource = g.NavInputSource;
+                if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
+                    SetFocusID(id, window);
+                if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
+                    g.ActiveIdFromShortcut = true;
+            }
         }
     }
 
@@ -705,7 +761,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
     }
 
     // Activation highlight (this may be a remote activation)
-    if (g.NavHighlightActivatedId == id)
+    if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0)
         hovered = true;
 
     if (out_hovered) *out_hovered = hovered;
@@ -860,11 +916,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
     if (hovered)
         window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
     RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
-    ImU32 cross_col = GetColorU32(ImGuiCol_Text);
-    ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
-    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
-    window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);
-    window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);
+    const ImU32 cross_col = GetColorU32(ImGuiCol_Text);
+    const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
+    const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
+    const float cross_thickness = 1.0f; // FIXME-DPI
+    window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness);
+    window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness);
 
     return pressed;
 }
@@ -904,15 +961,17 @@ ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
 // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.
 ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)
 {
+    ImGuiContext& g = *GImGui;
     const ImRect outer_rect = window->Rect();
     const ImRect inner_rect = window->InnerRect;
-    const float border_size = window->WindowBorderSize;
     const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)
-    IM_ASSERT(scrollbar_size > 0.0f);
+    IM_ASSERT(scrollbar_size >= 0.0f);
+    const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f);
+    const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f;
     if (axis == ImGuiAxis_X)
-        return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);
+        return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);
     else
-        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size);
+        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size);
 }
 
 void ImGui::Scrollbar(ImGuiAxis axis)
@@ -950,7 +1009,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
 // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
 // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
 // Still, the code should probably be made simpler..
-bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags)
+bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
@@ -964,8 +1023,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
 
     // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)
     float alpha = 1.0f;
-    if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
-        alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
+    if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width)
+        alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f));
     if (alpha <= 0.0f)
         return false;
 
@@ -973,7 +1032,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
     const bool allow_interaction = (alpha >= 1.0f);
 
     ImRect bb = bb_frame;
-    bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
+    float padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5f));
+    bb.Expand(-padding);
 
     // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
     const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();
@@ -982,7 +1042,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
     // But we maintain a minimum size in pixel to allow for the user to still aim inside.
     IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
     const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1);
-    const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);
+    const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize);
+    const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v);
     const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
 
     // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
@@ -1041,7 +1102,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
     // Render
     const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
     const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
-    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);
+    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags);
     ImRect grab_rect;
     if (axis == ImGuiAxis_X)
         grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
@@ -1052,30 +1113,48 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
     return held;
 }
 
-// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
-void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
 {
+    ImGuiContext& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
     if (window->SkipItems)
         return;
 
-    const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f;
-    const ImVec2 padding(border_size, border_size);
+    const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize);
     const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
     ItemSize(bb);
     if (!ItemAdd(bb, 0))
         return;
 
     // Render
-    if (border_size > 0.0f)
-        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size);
-    window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
+    if (g.Style.ImageBorderSize > 0.0f)
+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None, g.Style.ImageBorderSize);
+    if (bg_col.w > 0.0f)
+        window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
+    window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
+}
+
+void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1)
+{
+    ImageWithBg(tex_ref, image_size, uv0, uv1);
+}
+
+// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+{
+    ImGuiContext& g = *GImGui;
+    PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f
+    PushStyleColor(ImGuiCol_Border, border_col);
+    ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col);
+    PopStyleColor();
+    PopStyleVar();
 }
+#endif
 
-// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)
-// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.
-bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)
+bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
@@ -1097,25 +1176,26 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& imag
     RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));
     if (bg_col.w > 0.0f)
         window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
-    window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
+    window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
 
     return pressed;
 }
 
-// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
-bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
+// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
+// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design?
+bool ImGui::ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
     if (window->SkipItems)
         return false;
 
-    return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col);
+    return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col);
 }
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 // Legacy API obsoleted in 1.89. Two differences with new ImageButton()
-// - old ImageButton() used ImTextureId as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID)
+// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID)
 // - new ImageButton() requires an explicit 'const char* str_id'
 // - old ImageButton() had frame_padding' override argument.
 // - new ImageButton() always use style.FramePadding.
@@ -1417,7 +1497,7 @@ bool ImGui::TextLink(const char* label)
     const ImGuiID id = window->GetID(label);
     const char* label_end = FindRenderedTextEnd(label);
 
-    ImVec2 pos = window->DC.CursorPos;
+    ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
     ImVec2 size = CalcTextSize(label, label_end, true);
     ImRect bb(pos, pos + size);
     ItemSize(size, 0.0f);
@@ -1448,8 +1528,8 @@ bool ImGui::TextLink(const char* label)
         ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z);
     }
 
-    float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f);
-    window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode.
+    float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f);
+    window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI
 
     PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
     RenderText(bb.Min, label, label_end);
@@ -1459,14 +1539,14 @@ bool ImGui::TextLink(const char* label)
     return pressed;
 }
 
-void ImGui::TextLinkOpenURL(const char* label, const char* url)
+bool ImGui::TextLinkOpenURL(const char* label, const char* url)
 {
     ImGuiContext& g = *GImGui;
     if (url == NULL)
         url = label;
-    if (TextLink(label))
-        if (g.PlatformIO.Platform_OpenInShellFn != NULL)
-            g.PlatformIO.Platform_OpenInShellFn(&g, url);
+    bool pressed = TextLink(label);
+    if (pressed && g.PlatformIO.Platform_OpenInShellFn != NULL)
+        g.PlatformIO.Platform_OpenInShellFn(&g, url);
     SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label
     if (BeginPopupContextItem())
     {
@@ -1474,6 +1554,7 @@ void ImGui::TextLinkOpenURL(const char* label, const char* url)
             SetClipboardText(url);
         EndPopup();
     }
+    return pressed;
 }
 
 //-------------------------------------------------------------------------
@@ -1660,7 +1741,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
             window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
         if (g.LogEnabled)
             LogSetNextTextDecoration("---", NULL);
-        RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size);
+        RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size);
     }
     else
     {
@@ -1756,27 +1837,31 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
 
 // Shrink excess width from a set of item, by removing width from the larger items first.
 // Set items Width to -1.0f to disable shrinking this item.
-void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
+void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min)
 {
     if (count == 1)
     {
         if (items[0].Width >= 0.0f)
-            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
+            items[0].Width = ImMax(items[0].Width - width_excess, width_min);
         return;
     }
-    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
+    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); // Sort largest first, smallest last.
     int count_same_width = 1;
-    while (width_excess > 0.0f && count_same_width < count)
+    while (width_excess > 0.001f && count_same_width < count)
     {
         while (count_same_width < count && items[0].Width <= items[count_same_width].Width)
             count_same_width++;
         float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+        max_width_to_remove_per_item = ImMin(items[0].Width - width_min, max_width_to_remove_per_item);
         if (max_width_to_remove_per_item <= 0.0f)
             break;
-        float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
+        float base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
         for (int item_n = 0; item_n < count_same_width; item_n++)
-            items[item_n].Width -= width_to_remove_per_item;
-        width_excess -= width_to_remove_per_item * count_same_width;
+        {
+            float width_to_remove_for_this_item = ImMin(base_width_to_remove_per_item, items[item_n].Width - width_min);
+            items[item_n].Width -= width_to_remove_for_this_item;
+            width_excess -= width_to_remove_for_this_item;
+        }
     }
 
     // Round width and redistribute remainder
@@ -1822,7 +1907,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
 
-    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;
+    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags;
     g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
     if (window->SkipItems)
         return false;
@@ -1891,7 +1976,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
     if (!popup_open)
         return false;
 
-    g.NextWindowData.Flags = backup_next_window_data_flags;
+    g.NextWindowData.HasFlags = backup_next_window_data_flags;
     return BeginComboPopup(popup_id, bb, flags);
 }
 
@@ -1906,7 +1991,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
 
     // Set popup size
     float w = bb.GetWidth();
-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+    if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)
     {
         g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
     }
@@ -1920,9 +2005,9 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
         else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;
         else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;
         ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX);
-        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size
+        if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size
             constraint_min.x = w;
-        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)
+        if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)
             constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);
         SetNextWindowSizeConstraints(constraint_min, constraint_max);
     }
@@ -1953,7 +2038,8 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
     if (!ret)
     {
         EndPopup();
-        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above
+        if (!g.IO.ConfigDebugBeginReturnValueOnce && !g.IO.ConfigDebugBeginReturnValueLoop) // Begin may only return false with those debug tools activated.
+            IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
         return false;
     }
     g.BeginComboDepth++;
@@ -2037,7 +2123,7 @@ static const char* Items_SingleStringGetter(void* data, int idx)
     {
         if (idx == items_count)
             break;
-        p += strlen(p) + 1;
+        p += ImStrlen(p) + 1;
         items_count++;
     }
     return *p ? p : NULL;
@@ -2054,7 +2140,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(vo
         preview_value = getter(user_data, *current_item);
 
     // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
-    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))
+    if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint))
         SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
 
     if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
@@ -2105,7 +2191,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa
     const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open
     while (*p)
     {
-        p += strlen(p) + 1;
+        p += ImStrlen(p) + 1;
         items_count++;
     }
     bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
@@ -2167,6 +2253,7 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] =
     { sizeof(float),            "float", "%.3f","%f"    },  // ImGuiDataType_Float (float are promoted to double in va_arg)
     { sizeof(double),           "double","%f",  "%lf"   },  // ImGuiDataType_Double
     { sizeof(bool),             "bool", "%d",   "%d"    },  // ImGuiDataType_Bool
+    { 0,                        "char*","%s",   "%s"    },  // ImGuiDataType_String
 };
 IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
 
@@ -2435,9 +2522,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
     if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
     {
         adjust_delta = g.IO.MouseDelta[axis];
-        if (g.IO.KeyAlt)
+        if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks))
             adjust_delta *= 1.0f / 100.0f;
-        if (g.IO.KeyShift)
+        if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks))
             adjust_delta *= 10.0f;
     }
     else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
@@ -2445,7 +2532,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
         const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
         const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
         const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
-        const float tweak_factor = tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f;
+        const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f;
         adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
         v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
     }
@@ -2614,7 +2701,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
     bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
     if (!temp_input_is_active)
     {
-        // Tabbing or CTRL-clicking on Drag turns it into an InputText
+        // Tabbing or Ctrl+Click on Drag turns it into an InputText
         const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
         const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
         const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
@@ -2633,6 +2720,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
                 temp_input_is_active = true;
             }
 
+        // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
+        if (make_active)
+            memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size);
+
         if (make_active && !temp_input_is_active)
         {
             SetActiveID(id, window);
@@ -2644,7 +2735,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
 
     if (temp_input_is_active)
     {
-        // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
+        // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
         bool clamp_enabled = false;
         if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL))
         {
@@ -3214,7 +3305,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
     bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
     if (!temp_input_is_active)
     {
-        // Tabbing or CTRL-clicking on Slider turns it into an input box
+        // Tabbing or Ctrl+Click on Slider turns it into an input box
         const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
         const bool make_active = (clicked || g.NavActivateId == id);
         if (make_active && clicked)
@@ -3223,6 +3314,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
             if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
                 temp_input_is_active = true;
 
+        // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
+        if (make_active)
+            memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size);
+
         if (make_active && !temp_input_is_active)
         {
             SetActiveID(id, window);
@@ -3234,7 +3329,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
 
     if (temp_input_is_active)
     {
-        // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
+        // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
         const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0;
         return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL);
     }
@@ -3330,7 +3425,8 @@ bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, fl
         format = "%.0f deg";
     float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);
     bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);
-    *v_rad = v_deg * (2 * IM_PI) / 360.0f;
+    if (value_changed)
+        *v_rad = v_deg * (2 * IM_PI) / 360.0f;
     return value_changed;
 }
 
@@ -3570,7 +3666,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
     return (precision == INT_MAX) ? default_precision : precision;
 }
 
-// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
+// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets)
 // FIXME: Facilitate using this in variety of other situations.
 // FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but
 // the expected relationship between TempInputXXX functions and LastItemData is a little fishy.
@@ -3596,7 +3692,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char*
 }
 
 // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!
-// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.
+// This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility.
 // However this may not be ideal for all uses, as some user code may break on out of bound values.
 bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)
 {
@@ -3822,9 +3918,6 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f
 // - InputText()
 // - InputTextWithHint()
 // - InputTextMultiline()
-// - InputTextGetCharInfo() [Internal]
-// - InputTextReindexLines() [Internal]
-// - InputTextReindexLinesRange() [Internal]
 // - InputTextEx() [Internal]
 // - DebugNodeInputTextState() [Internal]
 //-------------------------------------------------------------------------
@@ -3834,6 +3927,7 @@ namespace ImStb
 #include "imstb_textedit.h"
 }
 
+// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
 bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
 {
     IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
@@ -3851,75 +3945,12 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, si
     return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
 }
 
-// This is only used in the path where the multiline widget is inactivate.
-static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
-{
-    int line_count = 0;
-    const char* s = text_begin;
-    while (true)
-    {
-        const char* s_eol = strchr(s, '\n');
-        line_count++;
-        if (s_eol == NULL)
-        {
-            s = s + strlen(s);
-            break;
-        }
-        s = s_eol + 1;
-    }
-    *out_text_end = s;
-    return line_count;
-}
-
-// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA()
-static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line)
+static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags)
 {
     ImGuiContext& g = *ctx;
-    ImFont* font = g.Font;
-    const float line_height = g.FontSize;
-    const float scale = line_height / font->FontSize;
-
-    ImVec2 text_size = ImVec2(0, 0);
-    float line_width = 0.0f;
-
-    const char* s = text_begin;
-    while (s < text_end)
-    {
-        unsigned int c = (unsigned int)*s;
-        if (c < 0x80)
-            s += 1;
-        else
-            s += ImTextCharFromUtf8(&c, s, text_end);
-
-        if (c == '\n')
-        {
-            text_size.x = ImMax(text_size.x, line_width);
-            text_size.y += line_height;
-            line_width = 0.0f;
-            if (stop_on_new_line)
-                break;
-            continue;
-        }
-        if (c == '\r')
-            continue;
-
-        const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale;
-        line_width += char_width;
-    }
-
-    if (text_size.x < line_width)
-        text_size.x = line_width;
-
-    if (out_offset)
-        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n
-
-    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
-        text_size.y += line_height;
-
-    if (remaining)
-        *remaining = s;
-
-    return text_size;
+    ImGuiInputTextState* obj = &g.InputTextState;
+    IM_ASSERT(text_end_display >= text_begin && text_end_display <= text_end);
+    return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj->WrapWidth, text_begin, text_end_display, text_end, out_remaining, out_offset, flags);
 }
 
 // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
@@ -3930,14 +3961,14 @@ static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, c
 namespace ImStb
 {
 static int     STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj)                             { return obj->TextLen; }
-static char    STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx)                      { IM_ASSERT(idx <= obj->TextLen); return obj->TextA[idx]; }
-static float   STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx)  { unsigned int c; ImTextCharFromUtf8(&c, obj->TextA.Data + line_start_idx + char_idx, obj->TextA.Data + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; }
+static char    STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx)                      { IM_ASSERT(idx >= 0 && idx <= obj->TextLen); return obj->TextSrc[idx]; }
+static float   STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx)  { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale; }
 static char    STB_TEXTEDIT_NEWLINE = '\n';
 static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
 {
-    const char* text = obj->TextA.Data;
+    const char* text = obj->TextSrc;
     const char* text_remaining = NULL;
-    const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true);
+    const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, text + obj->TextLen, &text_remaining, NULL, ImDrawTextFlags_StopOnNewLine | ImDrawTextFlags_WrapKeepBlanks);
     r->x0 = 0.0f;
     r->x1 = size.x;
     r->baseline_y_delta = size.y;
@@ -3954,15 +3985,15 @@ static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int id
     if (idx >= obj->TextLen)
         return obj->TextLen + 1;
     unsigned int c;
-    return idx + ImTextCharFromUtf8(&c, obj->TextA.Data + idx, obj->TextA.Data + obj->TextLen);
+    return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen);
 }
 
 static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx)
 {
     if (idx <= 0)
         return -1;
-    const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, obj->TextA.Data + idx);
-    return (int)(p - obj->TextA.Data);
+    const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx);
+    return (int)(p - obj->TextSrc);
 }
 
 static bool ImCharIsSeparatorW(unsigned int c)
@@ -3981,14 +4012,14 @@ static bool ImCharIsSeparatorW(unsigned int c)
 
 static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
 {
-    // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
+    // When ImGuiInputTextFlags_Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators.
     if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
         return 0;
 
-    const char* curr_p = obj->TextA.Data + idx;
-    const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p);
-    unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextA.Data + obj->TextLen);
-    unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextA.Data + obj->TextLen);
+    const char* curr_p = obj->TextSrc + idx;
+    const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p);
+    unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen);
+    unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen);
 
     bool prev_white = ImCharIsBlankW(prev_c);
     bool prev_separ = ImCharIsSeparatorW(prev_c);
@@ -4001,10 +4032,10 @@ static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)
     if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
         return 0;
 
-    const char* curr_p = obj->TextA.Data + idx;
-    const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p);
-    unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextA.Data + obj->TextLen);
-    unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextA.Data + obj->TextLen);
+    const char* curr_p = obj->TextSrc + idx;
+    const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p);
+    unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen);
+    unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen);
 
     bool prev_white = ImCharIsBlankW(prev_c);
     bool prev_separ = ImCharIsSeparatorW(prev_c);
@@ -4039,35 +4070,105 @@ static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx)
 #define STB_TEXTEDIT_MOVEWORDLEFT       STB_TEXTEDIT_MOVEWORDLEFT_IMPL  // They need to be #define for stb_textedit.h
 #define STB_TEXTEDIT_MOVEWORDRIGHT      STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
 
+// Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping.
+static int STB_TEXTEDIT_MOVELINESTART_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor)
+{
+    if (state->single_line)
+        return 0;
+
+    if (obj->WrapWidth > 0.0f)
+    {
+        ImGuiContext& g = *obj->Ctx;
+        const char* p_cursor = obj->TextSrc + cursor;
+        const char* p_bol = ImStrbol(p_cursor, obj->TextSrc);
+        const char* p = p_bol;
+        const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough
+        while (p >= p_bol)
+        {
+            const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks);
+            if (p == p_cursor) // If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below)
+                return (int)(p_bol - obj->TextSrc);
+            if (p_eol == p_cursor && obj->TextA[cursor] != '\n' && obj->LastMoveDirectionLR == ImGuiDir_Left)
+                return (int)(p_bol - obj->TextSrc);
+            if (p_eol >= p_cursor)
+                return (int)(p - obj->TextSrc);
+            p = (*p_eol == '\n') ? p_eol + 1 : p_eol;
+        }
+    }
+
+    // Regular handler, same as stb_textedit_move_line_start()
+    while (cursor > 0)
+    {
+        int prev_cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, cursor);
+        if (STB_TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE)
+            break;
+        cursor = prev_cursor;
+    }
+    return cursor;
+}
+
+static int STB_TEXTEDIT_MOVELINEEND_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor)
+{
+    int n = STB_TEXTEDIT_STRINGLEN(obj);
+    if (state->single_line)
+        return n;
+
+    if (obj->WrapWidth > 0.0f)
+    {
+        ImGuiContext& g = *obj->Ctx;
+        const char* p_cursor = obj->TextSrc + cursor;
+        const char* p = ImStrbol(p_cursor, obj->TextSrc);
+        const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough
+        while (p < text_end)
+        {
+            const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks);
+            cursor = (int)(p_eol - obj->TextSrc);
+            if (p_eol == p_cursor && obj->LastMoveDirectionLR != ImGuiDir_Left) // If we are already on a visible end-of-line, switch to regular handle
+                break;
+            if (p_eol > p_cursor)
+                return cursor;
+            p = (*p_eol == '\n') ? p_eol + 1 : p_eol;
+        }
+    }
+    // Regular handler, same as stb_textedit_move_line_end()
+    while (cursor < n && STB_TEXTEDIT_GETCHAR(obj, cursor) != STB_TEXTEDIT_NEWLINE)
+        cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, cursor);
+    return cursor;
+}
+
+#define STB_TEXTEDIT_MOVELINESTART      STB_TEXTEDIT_MOVELINESTART_IMPL
+#define STB_TEXTEDIT_MOVELINEEND        STB_TEXTEDIT_MOVELINEEND_IMPL
+
 static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
 {
+    // Offset remaining text (+ copy zero terminator)
+    IM_ASSERT(obj->TextSrc == obj->TextA.Data);
     char* dst = obj->TextA.Data + pos;
-
+    char* src = obj->TextA.Data + pos + n;
+    memmove(dst, src, obj->TextLen - n - pos + 1);
     obj->Edited = true;
     obj->TextLen -= n;
-
-    // Offset remaining text (FIXME-OPT: Use memmove)
-    const char* src = obj->TextA.Data + pos + n;
-    while (char c = *src++)
-        *dst++ = c;
-    *dst = '\0';
 }
 
-static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
+static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
 {
     const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
     const int text_len = obj->TextLen;
     IM_ASSERT(pos <= text_len);
 
-    if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity))
-        return false;
+    // We support partial insertion (with a mod in stb_textedit.h)
+    const int avail = obj->BufCapacity - 1 - obj->TextLen;
+    if (!is_resizable && new_text_len > avail)
+        new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
+    if (new_text_len == 0)
+        return 0;
 
     // Grow internal buffer if needed
-    if (new_text_len + text_len + 1 > obj->TextA.Size)
+    IM_ASSERT(obj->TextSrc == obj->TextA.Data);
+    if (text_len + new_text_len + 1 > obj->TextA.Size && is_resizable)
     {
-        if (!is_resizable)
-            return false;
         obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1);
+        obj->TextSrc = obj->TextA.Data;
     }
 
     char* text = obj->TextA.Data;
@@ -4079,7 +4180,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ch
     obj->TextLen += new_text_len;
     obj->TextA[obj->TextLen] = '\0';
 
-    return true;
+    return new_text_len;
 }
 
 // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
@@ -4114,7 +4215,8 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st
     state->cursor = state->select_start = state->select_end = 0;
     if (text_len <= 0)
         return;
-    if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
+    int text_len_inserted = ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len);
+    if (text_len_inserted > 0)
     {
         state->cursor = state->select_start = state->select_end = text_len;
         state->has_preferred_x = 0;
@@ -4143,6 +4245,11 @@ void ImGuiInputTextState::OnKeyPressed(int key)
     stb_textedit_key(this, Stb, key);
     CursorFollow = true;
     CursorAnimReset();
+    const int key_u = (key & ~STB_TEXTEDIT_K_SHIFT);
+    if (key_u == STB_TEXTEDIT_K_LEFT || key_u == STB_TEXTEDIT_K_LINESTART || key_u == STB_TEXTEDIT_K_TEXTSTART || key_u == STB_TEXTEDIT_K_BACKSPACE || key_u == STB_TEXTEDIT_K_WORDLEFT)
+        LastMoveDirectionLR = ImGuiDir_Left;
+    else if (key_u == STB_TEXTEDIT_K_RIGHT || key_u == STB_TEXTEDIT_K_LINEEND || key_u == STB_TEXTEDIT_K_TEXTEND || key_u == STB_TEXTEDIT_K_DELETE || key_u == STB_TEXTEDIT_K_WORDRIGHT)
+        LastMoveDirectionLR = ImGuiDir_Right;
 }
 
 void ImGuiInputTextState::OnCharPressed(unsigned int c)
@@ -4151,7 +4258,7 @@ void ImGuiInputTextState::OnCharPressed(unsigned int c)
     // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great.
     char utf8[5];
     ImTextCharToUtf8(utf8, c);
-    stb_textedit_text(this, Stb, utf8, (int)strlen(utf8));
+    stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8));
     CursorFollow = true;
     CursorAnimReset();
 }
@@ -4164,27 +4271,27 @@ void ImGuiInputTextState::ClearSelection()                  { Stb->select_start
 int  ImGuiInputTextState::GetCursorPos() const              { return Stb->cursor; }
 int  ImGuiInputTextState::GetSelectionStart() const         { return Stb->select_start; }
 int  ImGuiInputTextState::GetSelectionEnd() const           { return Stb->select_end; }
+float ImGuiInputTextState::GetPreferredOffsetX() const      { return Stb->has_preferred_x ? Stb->preferred_x : -1; }
 void ImGuiInputTextState::SelectAll()                       { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; }
-void ImGuiInputTextState::ReloadUserBufAndSelectAll()       { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
-void ImGuiInputTextState::ReloadUserBufAndKeepSelection()   { ReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
-void ImGuiInputTextState::ReloadUserBufAndMoveToEnd()       { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
+void ImGuiInputTextState::ReloadUserBufAndSelectAll()       { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
+void ImGuiInputTextState::ReloadUserBufAndKeepSelection()   { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
+void ImGuiInputTextState::ReloadUserBufAndMoveToEnd()       { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
 
 ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
 {
     memset(this, 0, sizeof(*this));
 }
 
-// Public API to manipulate UTF-8 text
-// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
+// Public API to manipulate UTF-8 text from within a callback.
 // FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
+// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar
+// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both.
 void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)
 {
     IM_ASSERT(pos + bytes_count <= BufTextLen);
     char* dst = Buf + pos;
     const char* src = Buf + pos + bytes_count;
-    while (char c = *src++)
-        *dst++ = c;
-    *dst = '\0';
+    memmove(dst, src, BufTextLen - bytes_count - pos + 1);
 
     if (CursorPos >= pos + bytes_count)
         CursorPos -= bytes_count;
@@ -4201,23 +4308,29 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
     if (new_text == new_text_end)
         return;
 
-    // Grow internal buffer if needed
+    ImGuiContext& g = *Ctx;
+    ImGuiInputTextState* obj = &g.InputTextState;
+    IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID);
     const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
-    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
-    if (new_text_len + BufTextLen >= BufSize)
-    {
-        if (!is_resizable)
-            return;
+    const bool is_readonly = (Flags & ImGuiInputTextFlags_ReadOnly) != 0;
+    int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text);
+
+    // We support partial insertion (with a mod in stb_textedit.h)
+    const int avail = BufSize - 1 - BufTextLen;
+    if (!is_resizable && new_text_len > avail)
+        new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
+    if (new_text_len == 0)
+        return;
 
-        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
-        ImGuiContext& g = *Ctx;
-        ImGuiInputTextState* edit_state = &g.InputTextState;
-        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
-        IM_ASSERT(Buf == edit_state->TextA.Data);
+    // Grow internal buffer if needed
+    if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly)
+    {
+        IM_ASSERT(Buf == obj->TextA.Data);
         int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
-        edit_state->TextA.resize(new_buf_size + 1);
-        Buf = edit_state->TextA.Data;
-        BufSize = edit_state->BufCapacity = new_buf_size;
+        obj->TextA.resize(new_buf_size + 1);
+        obj->TextSrc = obj->TextA.Data;
+        Buf = obj->TextA.Data;
+        BufSize = obj->BufCapacity = new_buf_size;
     }
 
     if (BufTextLen != pos)
@@ -4225,11 +4338,40 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
     memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
     Buf[BufTextLen + new_text_len] = '\0';
 
+    BufDirty = true;
+    BufTextLen += new_text_len;
     if (CursorPos >= pos)
         CursorPos += new_text_len;
+    CursorPos = ImClamp(CursorPos, 0, BufTextLen);
     SelectionStart = SelectionEnd = CursorPos;
-    BufDirty = true;
-    BufTextLen += new_text_len;
+}
+
+void ImGui::PushPasswordFont()
+{
+    ImGuiContext& g = *GImGui;
+    ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked;
+    IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
+    ImFontGlyph* glyph = g.FontBaked->FindGlyph('*');
+    g.InputTextPasswordFontBackupFlags = g.Font->Flags;
+    backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex;
+    backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX;
+    backup->IndexLookup.swap(g.FontBaked->IndexLookup);
+    backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX);
+    g.Font->Flags |= ImFontFlags_NoLoadGlyphs;
+    g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph);
+    g.FontBaked->FallbackAdvanceX = glyph->AdvanceX;
+}
+
+void ImGui::PopPasswordFont()
+{
+    ImGuiContext& g = *GImGui;
+    ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked;
+    g.Font->Flags = g.InputTextPasswordFontBackupFlags;
+    g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex;
+    g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX;
+    g.FontBaked->IndexLookup.swap(backup->IndexLookup);
+    g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX);
+    IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
 }
 
 // Return false to discard a character.
@@ -4242,7 +4384,13 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im
     if (c < 0x20)
     {
         bool pass = false;
-        pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
+        pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0;    // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
+        if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space
+        {
+            c = *p_char = ' ';
+            pass = true;
+        }
+        pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0;
         pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0;
         if (!pass)
             return false;
@@ -4279,7 +4427,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im
             if (c == '.' || c == ',')
                 c = c_decimal_point;
 
-        // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
+        // Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
         // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
         // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.
         if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal))
@@ -4333,26 +4481,23 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im
     return true;
 }
 
-// Find the shortest single replacement we can make to get the new text from the old text.
-// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end.
+// Find the shortest single replacement we can make to get from old_buf to new_buf
+// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately.
 // FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.
-static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a)
+static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length)
 {
-    const char* old_buf = state->CallbackTextBackup.Data;
-    const int old_length = state->CallbackTextBackup.Size - 1;
-
-    const int shorter_length = ImMin(old_length, new_length_a);
+    const int shorter_length = ImMin(old_length, new_length);
     int first_diff;
     for (first_diff = 0; first_diff < shorter_length; first_diff++)
-        if (old_buf[first_diff] != new_buf_a[first_diff])
+        if (old_buf[first_diff] != new_buf[first_diff])
             break;
-    if (first_diff == old_length && first_diff == new_length_a)
+    if (first_diff == old_length && first_diff == new_length)
         return;
 
     int old_last_diff = old_length   - 1;
-    int new_last_diff = new_length_a - 1;
+    int new_last_diff = new_length - 1;
     for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)
-        if (old_buf[old_last_diff] != new_buf_a[new_last_diff])
+        if (old_buf[old_last_diff] != new_buf[new_last_diff])
             break;
 
     const int insert_len = new_last_diff - first_diff + 1;
@@ -4381,19 +4526,109 @@ void ImGui::InputTextDeactivateHook(ImGuiID id)
     else
     {
         IM_ASSERT(state->TextA.Data != 0);
+        IM_ASSERT(state->TextA[state->TextLen] == 0);
         g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1);
         memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1);
     }
 }
 
+static int* ImLowerBound(int* in_begin, int* in_end, int v)
+{
+    int* in_p = in_begin;
+    for (size_t count = (size_t)(in_end - in_p); count > 0; )
+    {
+        size_t count2 = count >> 1;
+        int* mid = in_p + count2;
+        if (*mid < v)
+        {
+            in_p = ++mid;
+            count -= count2 + 1;
+        }
+        else
+        {
+            count = count2;
+        }
+    }
+    return in_p;
+}
+
+// FIXME-WORDWRAP: Bundle some of this into ImGuiTextIndex and/or extract as a different tool?
+// 'max_output_buffer_size' happens to be a meaningful optimization to avoid writing the full line_index when not necessarily needed (e.g. very large buffer, scrolled up, inactive)
+static int InputTextLineIndexBuild(ImGuiInputTextFlags flags, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, float wrap_width, int max_output_buffer_size, const char** out_buf_end)
+{
+    ImGuiContext& g = *GImGui;
+    int size = 0;
+    const char* s;
+    if (flags & ImGuiInputTextFlags_WordWrap)
+    {
+        for (s = buf; s < buf_end; s = (*s == '\n') ? s + 1 : s)
+        {
+            if (size++ <= max_output_buffer_size)
+                line_index->Offsets.push_back((int)(s - buf));
+            s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, s, buf_end, wrap_width, ImDrawTextFlags_WrapKeepBlanks);
+        }
+    }
+    else if (buf_end != NULL)
+    {
+        for (s = buf; s < buf_end; s = s ? s + 1 : buf_end)
+        {
+            if (size++ <= max_output_buffer_size)
+                line_index->Offsets.push_back((int)(s - buf));
+            s = (const char*)ImMemchr(s, '\n', buf_end - s);
+        }
+    }
+    else
+    {
+        const char* s_eol;
+        for (s = buf; ; s = s_eol + 1)
+        {
+            if (size++ <= max_output_buffer_size)
+                line_index->Offsets.push_back((int)(s - buf));
+            if ((s_eol = strchr(s, '\n')) != NULL)
+                continue;
+            s += strlen(s);
+            break;
+        }
+    }
+    if (out_buf_end != NULL)
+        *out_buf_end = buf_end = s;
+    if (size == 0)
+    {
+        line_index->Offsets.push_back(0);
+        size++;
+    }
+    if (buf_end > buf && buf_end[-1] == '\n' && size <= max_output_buffer_size)
+    {
+        line_index->Offsets.push_back((int)(buf_end - buf));
+        size++;
+    }
+    return size;
+}
+
+static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextState* state, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, int cursor_n)
+{
+    const char* cursor_ptr = buf + cursor_n;
+    int* it_begin = line_index->Offsets.begin();
+    int* it_end = line_index->Offsets.end();
+    const int* it = ImLowerBound(it_begin, it_end, cursor_n);
+    if (it > it_begin)
+        if (it == it_end || *it != cursor_n || (state != NULL && state->WrapWidth > 0.0f && state->LastMoveDirectionLR == ImGuiDir_Right && cursor_ptr[-1] != '\n' && cursor_ptr[-1] != 0))
+            it--;
+
+    const int line_no = (it == it_begin) ? 0 : line_index->Offsets.index_from_ptr(it);
+    const char* line_start = line_index->get_line_begin(buf, line_no);
+    ImVec2 offset;
+    offset.x = InputTextCalcTextSize(&g, line_start, cursor_ptr, buf_end, NULL, NULL, ImDrawTextFlags_WrapKeepBlanks).x;
+    offset.y = (line_no + 1) * g.FontSize;
+    return offset;
+}
+
 // Edit a string of text
 // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
 //   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
 //   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
 // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
-// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
-// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
-//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
+// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
 bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
 {
     ImGuiWindow* window = GetCurrentWindow();
@@ -4403,6 +4638,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
     IM_ASSERT(buf != NULL && buf_size >= 0);
     IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline)));        // Can't use both together (they both use up/down keys)
     IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
+    IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline)));              // Multiline does not not work with left-trimming
+    IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Password) == 0);         // WordWrap does not work with Password mode.
+    IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Multiline) != 0);        // WordWrap does not work in single-line mode.
 
     ImGuiContext& g = *GImGui;
     ImGuiIO& io = g.IO;
@@ -4436,8 +4674,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         item_data_backup = g.LastItemData;
         window->DC.CursorPos = backup_pos;
 
-        // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
-        if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput))
+        // Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
+        if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && !(g.NavActivateFlags & ImGuiActivateFlags_FromFocusApi) && (flags & ImGuiInputTextFlags_AllowTabInput))
             g.NavActivateId = 0;
 
         // Prevent NavActivate reactivating in BeginChild() when we are already active.
@@ -4493,6 +4731,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
     if (is_resizable)
         IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
 
+    // Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches.
+    // Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible.
+    const bool is_wordwrap = (flags & ImGuiInputTextFlags_WordWrap) != 0;
+    float wrap_width = 0.0f;
+    if (is_wordwrap)
+        wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize));
+
     const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
 
     const bool user_clicked = hovered && io.MouseClicked[0];
@@ -4503,60 +4748,64 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
 
     float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
 
-    const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf);
+    const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf);
     const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
     const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
     const bool init_state = (init_make_active || user_scroll_active);
-    if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf)
+    if (init_reload_from_user_buf)
+    {
+        int new_len = (int)ImStrlen(buf);
+        IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?");
+        state->WantReloadUserBuf = false;
+        InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len);
+        state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
+        state->TextLen = new_len;
+        memcpy(state->TextA.Data, buf, state->TextLen + 1);
+        state->Stb->select_start = state->ReloadSelectionStart;
+        state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; // will be clamped to bounds below
+    }
+    else if ((init_state && g.ActiveId != id) || init_changed_specs)
     {
         // Access state even if we don't own it yet.
         state = &g.InputTextState;
         state->CursorAnimReset();
-        state->ReloadUserBuf = false;
 
         // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
         InputTextDeactivateHook(state->ID);
 
+        // Take a copy of the initial buffer value.
         // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
-        const int buf_len = (int)strlen(buf);
-        if (!init_reload_from_user_buf)
-        {
-            // Take a copy of the initial buffer value.
-            state->TextToRevertTo.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
-            memcpy(state->TextToRevertTo.Data, buf, buf_len + 1);
-        }
+        const int buf_len = (int)ImStrlen(buf);
+        IM_ASSERT(((buf_len + 1 <= buf_size) || (buf_len == 0 && buf_size == 0)) && "Is your input buffer properly zero-terminated?");
+        state->TextToRevertTo.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
+        memcpy(state->TextToRevertTo.Data, buf, buf_len + 1);
 
         // Preserve cursor position and undo/redo stack if we come back to same widget
         // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
-        bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf);
-        if (recycle_state && (state->TextLen != buf_len || (strncmp(state->TextA.Data, buf, buf_len) != 0)))
+        bool recycle_state = (state->ID == id && !init_changed_specs);
+        if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0)))
             recycle_state = false;
 
         // Start edition
         state->ID = id;
-        state->TextA.resize(buf_size + 1);          // we use +1 to make sure that .Data is always pointing to at least an empty string.
-        state->TextLen = (int)strlen(buf);
-        memcpy(state->TextA.Data, buf, state->TextLen + 1);
-
-        if (recycle_state)
+        state->TextLen = buf_len;
+        if (!is_readonly)
         {
-            // Recycle existing cursor/selection/undo stack but clamp position
-            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
-            state->CursorClamp();
+            state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
+            memcpy(state->TextA.Data, buf, state->TextLen + 1);
         }
-        else
-        {
-            state->Scroll = ImVec2(0.0f, 0.0f);
+
+        // Find initial scroll position for right alignment
+        state->Scroll = ImVec2(0.0f, 0.0f);
+        if (flags & ImGuiInputTextFlags_ElideLeft)
+            state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f);
+
+        // Recycle existing cursor/selection/undo stack but clamp position
+        // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+        if (!recycle_state)
             stb_textedit_initialize_state(state->Stb, !is_multiline);
-        }
 
-        if (init_reload_from_user_buf)
-        {
-            state->Stb->select_start = state->ReloadSelectionStart;
-            state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
-            state->CursorClamp();
-        }
-        else if (!is_multiline)
+        if (!is_multiline)
         {
             if (flags & ImGuiInputTextFlags_AutoSelectAll)
                 select_all = true;
@@ -4581,8 +4830,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
     if (g.ActiveId == id)
     {
         // Declare some inputs, the other are registered and polled via Shortcut() routing system.
-        // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts.
-        const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
+        // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts.
+        const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
         for (ImGuiKey key : always_owned_keys)
             SetKeyOwner(key, id);
         if (user_clicked)
@@ -4606,7 +4855,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         // Expose scroll in a manner that is agnostic to us using a child window
         if (is_multiline && state != NULL)
             state->Scroll.y = draw_window->Scroll.y;
+
+        // Read-only mode always ever read from source buffer. Refresh TextLen when active.
+        if (is_readonly && state != NULL)
+            state->TextLen = (int)ImStrlen(buf);
+        if (state != NULL)
+            state->CursorClamp();
+        //if (is_readonly && state != NULL)
+        //    state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation.
     }
+    if (state != NULL)
+        state->TextSrc = is_readonly ? buf : state->TextA.Data;
 
     // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
     if (g.ActiveId == id && state == NULL)
@@ -4624,22 +4883,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
 
     // Select the buffer to render.
     const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state;
-    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
+    bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
 
     // Password pushes a temporary font with only a fallback glyph
     if (is_password && !is_displaying_hint)
+        PushPasswordFont();
+
+    // Word-wrapping: attempt to keep cursor in view while resizing frame/parent
+    // FIXME-WORDWRAP: It would be better to preserve same relative offset.
+    if (is_wordwrap && state != NULL && state->ID == id && state->WrapWidth != wrap_width)
     {
-        const ImFontGlyph* glyph = g.Font->FindGlyph('*');
-        ImFont* password_font = &g.InputTextPasswordFont;
-        password_font->FontSize = g.Font->FontSize;
-        password_font->Scale = g.Font->Scale;
-        password_font->Ascent = g.Font->Ascent;
-        password_font->Descent = g.Font->Descent;
-        password_font->ContainerAtlas = g.Font->ContainerAtlas;
-        password_font->FallbackGlyph = glyph;
-        password_font->FallbackAdvanceX = glyph->AdvanceX;
-        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
-        PushFont(password_font);
+        state->CursorCenterY = true;
+        state->WrapWidth = wrap_width;
+        render_cursor = true;
     }
 
     // Process mouse inputs and character inputs
@@ -4649,6 +4905,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         state->Edited = false;
         state->BufCapacity = buf_size;
         state->Flags = flags;
+        state->WrapWidth = wrap_width;
 
         // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
         // Down the line we should have a cleaner library-wide concept of Selected vs Active.
@@ -4670,7 +4927,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             if ((multiclick_count % 2) == 0)
             {
                 // Double-click: Select word
-                // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:
+                // We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant:
                 // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
                 const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n';
                 if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol)
@@ -4686,9 +4943,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             {
                 // Triple-click: Select line
                 const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n';
+                state->WrapWidth = 0.0f; // Temporarily disable wrapping so we use real line start.
                 state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);
                 state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);
                 state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);
+                state->WrapWidth = wrap_width;
                 if (!is_eol && is_multiline)
                 {
                     ImSwap(state->Stb->select_start, state->Stb->select_end);
@@ -4737,7 +4996,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         }
 
         // Process regular text input (before we check for Return because using some IME will effectively send a Return?)
-        // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
+        // We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
         const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
         if (io.InputQueueCharacters.Size > 0)
         {
@@ -4770,19 +5029,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl
         const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
 
-        // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
+        // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText)
         // Otherwise we could simply assume that we own the keys as we are active.
         const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
         const bool is_cut   = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
         const bool is_copy  = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0,        id) || Shortcut(ImGuiMod_Ctrl  | ImGuiKey_Insert, 0,        id)) && !is_password && (!is_multiline || state->HasSelection());
         const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly;
         const bool is_undo  = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
-        const bool is_redo =  (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable;
+        const bool is_redo =  (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
         const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id);
 
         // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
         const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
-        const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
+        const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id);
+        const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id);
         const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
         const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
 
@@ -4817,11 +5077,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             }
             state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
         }
-        else if (is_enter_pressed || is_gamepad_validate)
+        else if (is_enter || is_ctrl_enter || is_gamepad_validate)
         {
             // Determine if we turn Enter into a \n character
             bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
-            if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
+            if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != is_ctrl_enter))
             {
                 validated = true;
                 if (io.ConfigInputTextEnterKeepActive && !is_multiline)
@@ -4831,7 +5091,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             }
             else if (!is_readonly)
             {
-                unsigned int c = '\n'; // Insert new line
+                // Insert new line
+                unsigned int c = '\n';
                 if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
                     state->OnCharPressed(c);
             }
@@ -4840,7 +5101,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         {
             if (flags & ImGuiInputTextFlags_EscapeClearsAll)
             {
-                if (buf[0] != 0)
+                if (state->TextA.Data[0] != 0)
                 {
                     revert_edit = true;
                 }
@@ -4871,13 +5132,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             // Cut, Copy
             if (g.PlatformIO.Platform_SetClipboardTextFn != NULL)
             {
+                // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy.
                 const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0;
                 const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen;
-
-                char backup = state->TextA.Data[ie];
-                state->TextA.Data[ie] = 0; // A bit of a hack since SetClipboardText only takes null terminated strings
-                SetClipboardText(state->TextA.Data + ib);
-                state->TextA.Data[ie] = backup;
+                g.TempBuffer.reserve(ie - ib + 1);
+                memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib);
+                g.TempBuffer.Data[ie - ib] = 0;
+                SetClipboardText(g.TempBuffer.Data);
             }
             if (is_cut)
             {
@@ -4892,26 +5153,29 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             if (const char* clipboard = GetClipboardText())
             {
                 // Filter pasted buffer
-                const int clipboard_len = (int)strlen(clipboard);
-                char* clipboard_filtered = (char*)IM_ALLOC(clipboard_len + 1);
-                int clipboard_filtered_len = 0;
+                const int clipboard_len = (int)ImStrlen(clipboard);
+                const char* clipboard_end = clipboard + clipboard_len;
+                ImVector<char> clipboard_filtered;
+                clipboard_filtered.reserve(clipboard_len + 1);
                 for (const char* s = clipboard; *s != 0; )
                 {
                     unsigned int c;
-                    int len = ImTextCharFromUtf8(&c, s, NULL);
-                    s += len;
+                    int in_len = ImTextCharFromUtf8(&c, s, clipboard_end);
+                    s += in_len;
                     if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
                         continue;
-                    memcpy(clipboard_filtered + clipboard_filtered_len, s - len, len);
-                    clipboard_filtered_len += len;
+                    char c_utf8[5];
+                    ImTextCharToUtf8(c_utf8, c);
+                    int out_len = (int)ImStrlen(c_utf8);
+                    clipboard_filtered.resize(clipboard_filtered.Size + out_len);
+                    memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len);
                 }
-                clipboard_filtered[clipboard_filtered_len] = 0;
-                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
+                if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation
                 {
-                    stb_textedit_paste(state, state->Stb, clipboard_filtered, clipboard_filtered_len);
+                    clipboard_filtered.push_back(0);
+                    stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1);
                     state->CursorFollow = true;
                 }
-                MemFree(clipboard_filtered);
             }
         }
 
@@ -4930,38 +5194,36 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             if (flags & ImGuiInputTextFlags_EscapeClearsAll)
             {
                 // Clear input
-                IM_ASSERT(buf[0] != 0);
+                IM_ASSERT(state->TextA.Data[0] != 0);
                 apply_new_text = "";
                 apply_new_text_length = 0;
                 value_changed = true;
-                IMSTB_TEXTEDIT_CHARTYPE empty_string;
+                char empty_string = 0;
                 stb_textedit_replace(state, state->Stb, &empty_string, 0);
             }
-            else if (strcmp(buf, state->TextToRevertTo.Data) != 0)
+            else if (strcmp(state->TextA.Data, state->TextToRevertTo.Data) != 0)
             {
                 apply_new_text = state->TextToRevertTo.Data;
                 apply_new_text_length = state->TextToRevertTo.Size - 1;
 
                 // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
-                // Push records into the undo stack so we can CTRL+Z the revert operation itself
+                // Push records into the undo stack so we can Ctrl+Z the revert operation itself
                 value_changed = true;
                 stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1);
             }
         }
 
-        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer
-        // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
-        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
-        // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage
+        // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId,
+        // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks.
+        // If we do that, need to ensure that as special case, 'validated == true' also writes back.
+        // This also allows the user to use InputText() without maintaining any user-side storage.
         // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
         // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
-        const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
+        const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
         if (apply_edit_back_to_user_buffer)
         {
-            // Apply new value immediately - copy modified buffer back
+            // Apply current edited text immediately.
             // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
-            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
-            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
 
             // User callback
             if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
@@ -5004,19 +5266,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
                     callback_data.UserData = callback_user_data;
 
                     // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
+                    char* callback_buf = is_readonly ? buf : state->TextA.Data;
+                    IM_ASSERT(callback_buf == state->TextSrc);
                     state->CallbackTextBackup.resize(state->TextLen + 1);
-                    memcpy(state->CallbackTextBackup.Data, state->TextA.Data, state->TextLen + 1);
+                    memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1);
 
-                    char* callback_buf = is_readonly ? buf : state->TextA.Data;
                     callback_data.EventKey = event_key;
                     callback_data.Buf = callback_buf;
                     callback_data.BufTextLen = state->TextLen;
                     callback_data.BufSize = state->BufCapacity;
                     callback_data.BufDirty = false;
-
-                    const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor;
-                    const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start;
-                    const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end;
+                    callback_data.CursorPos = state->Stb->cursor;
+                    callback_data.SelectionStart = state->Stb->select_start;
+                    callback_data.SelectionEnd = state->Stb->select_end;
 
                     // Call user code
                     callback(&callback_data);
@@ -5026,15 +5288,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
                     IM_ASSERT(callback_data.Buf == callback_buf);         // Invalid to modify those fields
                     IM_ASSERT(callback_data.BufSize == state->BufCapacity);
                     IM_ASSERT(callback_data.Flags == flags);
-                    const bool buf_dirty = callback_data.BufDirty;
-                    if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)            { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; }
-                    if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)  { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; }
-                    if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; }
-                    if (buf_dirty)
+                    if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor)
+                        state->CursorFollow = true;
+                    state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen);
+                    state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen);
+                    state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen);
+                    if (callback_data.BufDirty)
                     {
                         // Callback may update buffer and thus set buf_dirty even in read-only mode.
-                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
-                        InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?
+                        IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
+                        InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen);
                         state->TextLen = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
                         state->CursorAnimReset();
                     }
@@ -5042,9 +5305,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             }
 
             // Will copy result string if modified
-            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)
+            if (!is_readonly && strcmp(state->TextSrc, buf) != 0)
             {
-                apply_new_text = state->TextA.Data;
+                apply_new_text = state->TextSrc;
                 apply_new_text_length = state->TextLen;
                 value_changed = true;
             }
@@ -5097,8 +5360,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
     // Otherwise request text input ahead for next frame.
     if (g.ActiveId == id && clear_active_id)
         ClearActiveID();
-    else if (g.ActiveId == id)
-        g.WantTextInputNextFrame = 1;
 
     // Render frame
     if (!is_multiline)
@@ -5107,9 +5368,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
     }
 
-    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
     ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
     ImVec2 text_size(0.0f, 0.0f);
+    ImRect clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
+    if (is_multiline)
+        clip_rect.ClipWith(draw_window->ClipRect);
 
     // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
     // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
@@ -5117,20 +5380,64 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
     const int buf_display_max_length = 2 * 1024 * 1024;
     const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595
     const char* buf_display_end = NULL; // We have specialized paths below for setting the length
+
+    // Display hint when contents is empty
+    // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368)
+    const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
+    if (new_is_displaying_hint != is_displaying_hint)
+    {
+        if (is_password && !is_displaying_hint)
+            PopPasswordFont();
+        is_displaying_hint = new_is_displaying_hint;
+        if (is_password && !is_displaying_hint)
+            PushPasswordFont();
+    }
     if (is_displaying_hint)
     {
         buf_display = hint;
-        buf_display_end = hint + strlen(hint);
+        buf_display_end = hint + ImStrlen(hint);
     }
+    else
+    {
+        if (render_cursor || render_selection || g.ActiveId == id)
+            buf_display_end = buf_display + state->TextLen; //-V595
+        else if (is_multiline && !is_wordwrap)
+            buf_display_end = NULL; // Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path.
+        else
+            buf_display_end = buf_display + ImStrlen(buf_display);
+    }
+
+    // Calculate visibility
+    int line_visible_n0 = 0, line_visible_n1 = 1;
+    if (is_multiline)
+        CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1);
+
+    // Build line index for easy data access (makes code below simpler and faster)
+    ImGuiTextIndex* line_index = &g.InputTextLineIndex;
+    line_index->Offsets.resize(0);
+    int line_count = 1;
+    if (is_multiline)
+    {
+        // If scrolling is expected to change build full index.
+        // FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below.
+        bool will_scroll_y = state && ((state->CursorFollow && render_cursor) || (state->CursorCenterY && (render_cursor || render_selection)));
+        line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end);
+    }
+    line_index->EndOffset = (int)(buf_display_end - buf_display);
+    line_visible_n1 = ImMin(line_visible_n1, line_count);
+
+    // Store text height (we don't need width)
+    text_size = ImVec2(inner_size.x, line_count * g.FontSize);
+    //GetForegroundDrawList()->AddRect(draw_pos + ImVec2(0, line_visible_n0 * g.FontSize), draw_pos + ImVec2(frame_size.x, line_visible_n1 * g.FontSize), IM_COL32(255, 0, 0, 255));
+
+    // Calculate blinking cursor position
+    const ImVec2 cursor_offset = render_cursor && state ? InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state->Stb->cursor) : ImVec2(0.0f, 0.0f);
+    ImVec2 draw_scroll;
 
     // Render text. We currently only render selection when the widget is active or while scrolling.
-    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
+    const ImU32 text_col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
     if (render_cursor || render_selection)
     {
-        IM_ASSERT(state != NULL);
-        if (!is_displaying_hint)
-            buf_display_end = buf_display + state->TextLen;
-
         // Render text (with cursor and selection)
         // This is going to be messy. We need to:
         // - Display the text (this alone can be more easily clipped)
@@ -5138,48 +5445,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         // - Measure text height (for scrollbar)
         // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
         // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
-        const char* text_begin = state->TextA.Data;
-        const char* text_end = text_begin + state->TextLen;
-        ImVec2 cursor_offset, select_start_offset;
-
-        {
-            // Find lines numbers straddling cursor and selection min position
-            int cursor_line_no = render_cursor ? -1 : -1000;
-            int selmin_line_no = render_selection ? -1 : -1000;
-            const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL;
-            const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL;
-
-            // Count lines and find line number for cursor and selection ends
-            int line_count = 1;
-            if (is_multiline)
-            {
-                for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++)
-                {
-                    if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; }
-                    if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; }
-                    line_count++;
-                }
-            }
-            if (cursor_line_no == -1)
-                cursor_line_no = line_count;
-            if (selmin_line_no == -1)
-                selmin_line_no = line_count;
-
-            // Calculate 2d position by finding the beginning of the line and measuring distance
-            cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x;
-            cursor_offset.y = cursor_line_no * g.FontSize;
-            if (selmin_line_no >= 0)
-            {
-                select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x;
-                select_start_offset.y = selmin_line_no * g.FontSize;
-            }
-
-            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
-            if (is_multiline)
-                text_size = ImVec2(inner_size.x, line_count * g.FontSize);
-        }
+        IM_ASSERT(state != NULL);
+        state->LineCount = line_count;
 
         // Scroll
+        float new_scroll_y = scroll_y;
         if (render_cursor && state->CursorFollow)
         {
             // Horizontal scroll in chunks of quarter width
@@ -5194,7 +5464,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             }
             else
             {
-                state->Scroll.y = 0.0f;
+                state->Scroll.x = 0.0f;
             }
 
             // Vertical scroll
@@ -5202,98 +5472,110 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             {
                 // Test if cursor is vertically visible
                 if (cursor_offset.y - g.FontSize < scroll_y)
-                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
+                    new_scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
                 else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)
-                    scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
-                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
-                scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);
-                draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag
-                draw_window->Scroll.y = scroll_y;
+                    new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
             }
-
             state->CursorFollow = false;
         }
-
-        // Draw selection
-        const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f);
-        if (render_selection)
+        if (state->CursorCenterY)
         {
-            const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end);
-            const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end);
-
-            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
-            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
-            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
-            ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;
-            for (const char* p = text_selected_begin; p < text_selected_end; )
-            {
-                if (rect_pos.y > clip_rect.w + g.FontSize)
-                    break;
-                if (rect_pos.y < clip_rect.y)
-                {
-                    p = (const char*)memchr((void*)p, '\n', text_selected_end - p);
-                    p = p ? p + 1 : text_selected_end;
-                }
-                else
-                {
-                    ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true);
-                    if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
-                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));
-                    rect.ClipWith(clip_rect);
-                    if (rect.Overlaps(clip_rect))
-                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
-                    rect_pos.x = draw_pos.x - draw_scroll.x;
-                }
-                rect_pos.y += g.FontSize;
-            }
+            if (is_multiline)
+                new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5f - style.FramePadding.y);
+            state->CursorCenterY = false;
+            render_cursor = false;
         }
-
-        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
-        // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it.
-        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
+        if (new_scroll_y != scroll_y)
         {
-            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
-            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
+            const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
+            scroll_y = ImClamp(new_scroll_y, 0.0f, scroll_max_y);
+            draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag
+            draw_window->Scroll.y = scroll_y;
+            CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1);
+            line_visible_n1 = ImMin(line_visible_n1, line_count);
         }
 
-        // Draw blinking cursor
-        if (render_cursor)
+        // Draw selection
+        draw_scroll.x = state->Scroll.x;
+        if (render_selection)
         {
-            state->CursorAnim += io.DeltaTime;
-            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
-            ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
-            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
-            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
-                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
+            const ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
+            const float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
+            const float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
+            const float bg_eol_width = IM_TRUNC(g.FontBaked->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
 
-            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
-            if (!is_readonly)
+            const char* text_selected_begin = buf_display + ImMin(state->Stb->select_start, state->Stb->select_end);
+            const char* text_selected_end = buf_display + ImMax(state->Stb->select_start, state->Stb->select_end);
+            for (int line_n = line_visible_n0; line_n < line_visible_n1; line_n++)
             {
-                g.PlatformImeData.WantVisible = true;
-                g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
-                g.PlatformImeData.InputLineHeight = g.FontSize;
+                const char* p = line_index->get_line_begin(buf_display, line_n);
+                const char* p_eol = line_index->get_line_end(buf_display, line_n);
+                const bool p_eol_is_wrap = (p_eol < buf_display_end && *p_eol != '\n');
+                if (p_eol_is_wrap)
+                    p_eol++;
+                const char* line_selected_begin = (text_selected_begin > p) ? text_selected_begin : p;
+                const char* line_selected_end = (text_selected_end < p_eol) ? text_selected_end : p_eol;
+
+                float rect_width = 0.0f;
+                if (line_selected_begin < line_selected_end)
+                    rect_width += CalcTextSize(line_selected_begin, line_selected_end).x;
+                if (text_selected_begin <= p_eol && text_selected_end > p_eol && !p_eol_is_wrap)
+                    rect_width += bg_eol_width; // So we can see selected empty lines
+                if (rect_width == 0.0f)
+                    continue;
+
+                ImRect rect;
+                rect.Min.x = draw_pos.x - draw_scroll.x + CalcTextSize(p, line_selected_begin).x;
+                rect.Min.y = draw_pos.y - draw_scroll.y + line_n * g.FontSize;
+                rect.Max.x = rect.Min.x + rect_width;
+                rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize;
+                rect.Min.y -= bg_offy_up;
+                rect.ClipWith(clip_rect);
+                draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
             }
         }
     }
-    else
+
+    // Find render position for right alignment (single-line only)
+    if (g.ActiveId != id && flags & ImGuiInputTextFlags_ElideLeft)
+        draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
+    //draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
+
+    // Render text
+    if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
+        g.Font->RenderText(draw_window->DrawList, g.FontSize,
+            draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
+            text_col, clip_rect.AsVec4(),
+            line_index->get_line_begin(buf_display, line_visible_n0),
+            line_index->get_line_end(buf_display, line_visible_n1 - 1),
+            wrap_width, ImDrawTextFlags_WrapKeepBlanks | ImDrawTextFlags_CpuFineClip);
+
+    // Render blinking cursor
+    if (render_cursor)
     {
-        // Render text only (no selection, no cursor)
-        if (is_multiline)
-            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
-        else if (!is_displaying_hint && g.ActiveId == id)
-            buf_display_end = buf_display + state->TextLen;
-        else if (!is_displaying_hint)
-            buf_display_end = buf_display + strlen(buf_display);
+        state->CursorAnim += io.DeltaTime;
+        bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
+        ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
+        ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
+        if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
+            draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
 
-        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
+        // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
+        // This is required for some backends (SDL3) to start emitting character/text inputs.
+        // As per #6341, make sure we don't set that on the deactivating frame.
+        if (!is_readonly && g.ActiveId == id)
         {
-            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
-            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
+            ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
+            ime_data->WantVisible = true;
+            ime_data->WantTextInput = true;
+            ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
+            ime_data->InputLineHeight = g.FontSize;
+            ime_data->ViewportId = window->Viewport->ID;
         }
     }
 
     if (is_password && !is_displaying_hint)
-        PopFont();
+        PopPasswordFont();
 
     if (is_multiline)
     {
@@ -5313,6 +5595,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
         }
     }
+    if (state)
+        state->TextSrc = NULL;
 
     // Log as text
     if (g.LogEnabled && (!is_password || is_displaying_hint))
@@ -5342,8 +5626,10 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
     ImStb::StbUndoState* undo_state = &stb_state->undostate;
     Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
     DebugLocateItemOnHover(state->ID);
-    Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end);
-    Text("BufCapacityA: %d", state->BufCapacity);
+    Text("TextLen: %d, Cursor: %d%s, Selection: %d..%d", state->TextLen, stb_state->cursor,
+        (state->Flags & ImGuiInputTextFlags_WordWrap) ? (state->LastMoveDirectionLR == ImGuiDir_Left ? " (L)" : " (R)") : "",
+        stb_state->select_start, stb_state->select_end);
+    Text("BufCapacity: %d, LineCount: %d", state->BufCapacity, state->LineCount);
     Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity);
     Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x);
     Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
@@ -5421,7 +5707,7 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
 
 // Edit colors components (each component in 0.0f..1.0f range).
 // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
-// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
+// With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item.
 bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
 {
     ImGuiWindow* window = GetCurrentWindow();
@@ -5868,7 +6154,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
         if ((flags & ImGuiColorEditFlags_NoLabel))
             Text("Current");
 
-        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;
+        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip;
         ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));
         if (ref_col != NULL)
         {
@@ -5908,7 +6194,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
     if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
     {
         PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
-        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
+        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview;
         ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
         if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
             if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
@@ -6084,8 +6370,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
     bool hovered, held;
     bool pressed = ButtonBehavior(bb, id, &hovered, &held);
 
-    if (flags & ImGuiColorEditFlags_NoAlpha)
-        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
+    if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque))
+        flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf);
 
     ImVec4 col_rgb = col;
     if (flags & ImGuiColorEditFlags_InputHSV)
@@ -6104,14 +6390,17 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
     if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
     {
         float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
-        RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
+        if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
+            RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
+        else
+            window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight);
         window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
     }
     else
     {
         // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
-        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;
-        if (col_source.w < 1.0f)
+        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb;
+        if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
             RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
         else
             window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
@@ -6122,7 +6411,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
         if (g.Style.FrameBorderSize > 0.0f)
             RenderFrameBorder(bb.Min, bb.Max, rounding);
         else
-            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
+            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border // FIXME-DPI
     }
 
     // Drag and Drop Source
@@ -6141,7 +6430,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
 
     // Tooltip
     if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip))
-        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
+        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_));
 
     return pressed;
 }
@@ -6182,7 +6471,8 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags
     ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
     ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
     int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
-    ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
+    ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_;
+    ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz);
     SameLine();
     if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))
     {
@@ -6303,6 +6593,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
 // - TreeNodeV()
 // - TreeNodeEx()
 // - TreeNodeExV()
+// - TreeNodeStoreStackData() [Internal]
 // - TreeNodeBehavior() [Internal]
 // - TreePush()
 // - TreePop()
@@ -6461,18 +6752,26 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags)
 
 // Store ImGuiTreeNodeStackData for just submitted node.
 // Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
-static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags)
+static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
 
     g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1);
-    ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back();
+    ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
     tree_node_data->ID = g.LastItemData.ID;
     tree_node_data->TreeFlags = flags;
     tree_node_data->ItemFlags = g.LastItemData.ItemFlags;
     tree_node_data->NavRect = g.LastItemData.NavRect;
+
+    // Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees.
+    const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0;
+    tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX;
+    tree_node_data->DrawLinesTableColumn = (draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1;
+    tree_node_data->DrawLinesToNodesY2 = -FLT_MAX;
     window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
+    if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes)
+        window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth);
 }
 
 // When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop.
@@ -6498,10 +6797,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
     // We vertically grow up to current line height up the typical widget height.
     const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
     const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
+    const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL);
     ImRect frame_bb;
     frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
     frame_bb.Min.y = window->DC.CursorPos.y;
-    frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
+    frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
     frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
     if (display_frame)
     {
@@ -6515,7 +6815,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
 
     // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
     ImRect interact_bb = frame_bb;
-    if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
+    if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
         interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
 
     // Compute open and multi-select states before ItemAdd() as it clear NextItem data.
@@ -6523,7 +6823,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
     bool is_open = TreeNodeUpdateNextOpen(storage_id, flags);
 
     bool is_visible;
-    if (span_all_columns)
+    if (span_all_columns || span_all_columns_label)
     {
         // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
         const float backup_clip_rect_min_x = window->ClipRect.Min.x;
@@ -6541,14 +6841,18 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
     g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
     g.LastItemData.DisplayRect = frame_bb;
 
-    // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:
+    // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsToParent enabled:
     // Store data for the current depth to allow returning to this node from any child item.
     // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
-    // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.
+    // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsToParent by default or move it to ImGuiStyle.
     bool store_tree_node_stack_data = false;
+    if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0)
+        flags |= g.Style.TreeLinesFlags;
+    const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f);
     if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
     {
-        if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive)
+        store_tree_node_stack_data = draw_tree_lines;
+        if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive)
             if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
                 store_tree_node_stack_data = true;
     }
@@ -6556,15 +6860,22 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
     const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
     if (!is_visible)
     {
-        if (store_tree_node_stack_data && is_open)
-            TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
+        if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1))))
+        {
+            ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
+            parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
+            if (frame_bb.Min.y >= window->ClipRect.Max.y)
+                window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done
+        }
+        if (is_open && store_tree_node_stack_data)
+            TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
         if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
             TreePushOverrideID(id);
         IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
         return is_open;
     }
 
-    if (span_all_columns)
+    if (span_all_columns || span_all_columns_label)
     {
         TablePushBackgroundChannel();
         g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
@@ -6603,6 +6914,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
         button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
     else
         button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
+    if (flags & ImGuiTreeNodeFlags_NoNavFocus)
+        button_flags |= ImGuiButtonFlags_NoNavFocus;
 
     bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
     const bool was_selected = selected;
@@ -6689,6 +7002,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
             const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
             RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);
             RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
+            if (span_all_columns && !span_all_columns_label)
+                TablePopBackgroundChannel();
             if (flags & ImGuiTreeNodeFlags_Bullet)
                 RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);
             else if (!is_leaf)
@@ -6709,6 +7024,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
                 RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);
             }
             RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
+            if (span_all_columns && !span_all_columns_label)
+                TablePopBackgroundChannel();
             if (flags & ImGuiTreeNodeFlags_Bullet)
                 RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
             else if (!is_leaf)
@@ -6717,18 +7034,21 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
                 LogSetNextTextDecoration(">", NULL);
         }
 
-        if (span_all_columns)
-            TablePopBackgroundChannel();
+        if (draw_tree_lines)
+            TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f));
 
         // Label
         if (display_frame)
             RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
         else
             RenderText(text_pos, label, label_end, false);
+
+        if (span_all_columns_label)
+            TablePopBackgroundChannel();
     }
 
-    if (store_tree_node_stack_data && is_open)
-        TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
+    if (is_open && store_tree_node_stack_data)
+        TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
     if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
         TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice
 
@@ -6736,6 +7056,64 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
     return is_open;
 }
 
+// Draw horizontal line from our parent node
+// This is only called for visible child nodes so we are not too fussy anymore about performances
+void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->DC.TreeDepth == 0 || (window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0)
+        return;
+
+    ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
+    float x1 = ImTrunc(parent_data->DrawLinesX1);
+    float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x);
+    float y = ImTrunc(target_pos.y);
+    float rounding = (g.Style.TreeLinesRounding > 0.0f) ? ImMin(x2 - x1, g.Style.TreeLinesRounding) : 0.0f;
+    parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y - rounding);
+    if (x1 >= x2)
+        return;
+    if (rounding > 0.0f)
+    {
+        x1 += 0.5f + rounding;
+        window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3);
+        if (x1 < x2)
+            window->DrawList->PathLineTo(ImVec2(x2, y));
+        window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), ImDrawFlags_None, g.Style.TreeLinesSize);
+    }
+    else
+    {
+        window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
+    }
+}
+
+// Draw vertical line of the hierarchy
+void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y);
+    float y2 = data->DrawLinesToNodesY2;
+    if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull)
+    {
+        float y2_full = window->DC.CursorPos.y;
+        if (g.CurrentTable)
+            y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full);
+        y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f);
+        if (y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y
+            y2 = y2_full;
+    }
+    y2 = ImMin(y2, window->ClipRect.Max.y);
+    if (y2 <= y1)
+        return;
+    float x = ImTrunc(data->DrawLinesX1);
+    if (data->DrawLinesTableColumn != -1)
+        TablePushColumnChannel(data->DrawLinesTableColumn);
+    window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
+    if (data->DrawLinesTableColumn != -1)
+        TablePopColumnChannel();
+}
+
 void ImGui::TreePush(const char* str_id)
 {
     ImGuiWindow* window = GetCurrentWindow();
@@ -6770,18 +7148,23 @@ void ImGui::TreePop()
     window->DC.TreeDepth--;
     ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
 
-    if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request
+    if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask)
     {
-        ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back();
+        const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
         IM_ASSERT(data->ID == window->IDStack.back());
-        if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere)
-        {
-            // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
+
+        // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsToParent is enabled)
+        if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsToParent)
             if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
                 NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
-        }
+
+        // Draw hierarchy lines
+        if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y)
+            TreeNodeDrawLineToTreePop(data);
+
         g.TreeNodeStack.pop_back();
         window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask;
+        window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask;
     }
 
     IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
@@ -6899,13 +7282,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
     if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
         size.x = ImMax(label_size.x, max_x - min_x);
 
-    // Text stays at the submission position, but bounding box may be extended on both sides
-    const ImVec2 text_min = pos;
-    const ImVec2 text_max(min_x + size.x, pos.y + size.y);
-
     // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
     // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos.
-    ImRect bb(min_x, pos.y, text_max.x, text_max.y);
+    ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y);
     if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)
     {
         const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
@@ -6978,6 +7357,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
 
     bool hovered, held;
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
+    bool auto_selected = false;
 
     // Multi-selection support (footer)
     if (is_multi_select)
@@ -6994,8 +7374,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
         //   - (2) usage will fail with clipped items
         //   The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
         if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
-            if (g.NavJustMovedToId == id)
-                selected = pressed = true;
+            if (g.NavJustMovedToId == id && (g.NavJustMovedToKeyMods & ImGuiMod_Ctrl) == 0)
+                selected = pressed = auto_selected = true;
     }
 
     // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad
@@ -7041,11 +7421,12 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
             PopColumnsBackground();
     }
 
+    // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns.
     if (is_visible)
-        RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
+        RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb);
 
     // Automatically close popups
-    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups))
+    if (pressed && !auto_selected && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups))
         CloseCurrentPopup();
 
     if (disabled_item && !disabled_global)
@@ -7105,7 +7486,7 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f
 
     // Append to buffer
     const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1;
-    int buffer_len = (int)strlen(data->SearchBuffer);
+    int buffer_len = (int)ImStrlen(data->SearchBuffer);
     bool select_request = false;
     for (ImWchar w : g.IO.InputQueueCharacters)
     {
@@ -7399,7 +7780,7 @@ void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flag
     ImRect box_select_r = bs->BoxSelectRectCurr;
     box_select_r.ClipWith(scope_rect);
     window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
-    window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling
+    window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling
 
     // Scroll
     const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0;
@@ -7483,6 +7864,12 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel
     if (flags & ImGuiMultiSelectFlags_BoxSelect2d)
         flags &= ~ImGuiMultiSelectFlags_BoxSelect1d;
 
+    // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250)
+    // They should perhaps be stacked properly?
+    if (ImGuiTable* table = g.CurrentTable)
+        if (table->CurrentColumn != -1)
+            TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it.
+
     // FIXME: BeginFocusScope()
     const ImGuiID id = window->IDStack.back();
     ms->Clear();
@@ -7560,7 +7947,7 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel
                 }
         }
 
-        // Shortcut: Select all (CTRL+A)
+        // Shortcut: Select all (Ctrl+A)
         if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll))
             if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A))
                 request_select_all = true;
@@ -7597,7 +7984,7 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect()
     if (ms->IsFocused)
     {
         // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here.
-        if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure)
+        if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure)
         {
             IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId.
             storage->RangeSrcItem = ImGuiSelectionUserData_Invalid;
@@ -7705,7 +8092,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags
         if (ms->LoopRequestSetAll != -1)
             selected = (ms->LoopRequestSetAll == 1);
 
-        // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
+        // When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
         // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
         if (ms->IsKeyboardSetRange)
         {
@@ -7736,7 +8123,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags
 
     // Alter button behavior flags
     // To handle drag and drop of multiple items we need to avoid clearing selection on click.
-    // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
+    // Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
     if (p_button_flags != NULL)
     {
         ImGuiButtonFlags button_flags = *p_button_flags;
@@ -7840,8 +8227,8 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
         }
 
     // Right-click handling.
-    // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816
-    if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+    // FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015
+    if (hovered && IsMouseClicked(1) && (flags & (ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoSelectOnRightClick)) == 0)
     {
         if (g.ActiveId != 0 && g.ActiveId != id)
             ClearActiveID();
@@ -7935,7 +8322,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
         MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data);
     }
 
-    // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect)
+    // Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect)
     if (storage->RangeSrcItem == item_data)
         storage->RangeSelected = selected ? 1 : 0;
 
@@ -8117,7 +8504,7 @@ void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
     // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass.
     // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector<ImGuiID> to reduce bandwidth, but this is a reasonable trade off to reuse code.
     // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling
-    //   left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.)
+    //   left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.
     // FIXME-OPT: For each block of consecutive SetRange request:
     // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage.
     // - rewrite sorted storage a single time.
@@ -8149,7 +8536,7 @@ void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
             else
             {
                 // Append insertion + single sort likely be faster.
-                // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1
+                // Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1
                 const int size_before_amends = _Storage.Data.Size;
                 int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0);
                 for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection)
@@ -8196,15 +8583,10 @@ void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
 //-------------------------------------------------------------------------
 
 // This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
-// This handle some subtleties with capturing info from the label, but for 99% uses it could essentially be rewritten as:
-//    if (ImGui::BeginChild("...", ImVec2(ImGui::CalcItemWidth(), ImGui::GetTextLineHeight() * 7.5f), ImGuiChildFlags_FrameStyle))
-//        { .... }
-//    ImGui::EndChild();
-//    ImGui::SameLine();
-//    ImGui::AlignTextToFramePadding();
-//    ImGui::Text("Label");
+// This handle some subtleties with capturing info from the label.
+// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle.
 // Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"
-// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).
+// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height).
 bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)
 {
     ImGuiContext& g = *GImGui;
@@ -8583,12 +8965,13 @@ bool ImGui::BeginMenuBar()
 
     IM_ASSERT(!window->DC.MenuBarAppending);
     BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
-    PushID("##menubar");
+    PushID("##MenuBar");
 
     // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
     // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
+    const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f);
     ImRect bar_rect = window->MenuBarRect();
-    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));
+    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))), IM_ROUND(bar_rect.Max.y));
     clip_rect.ClipWith(window->OuterRectClipped);
     PushClipRect(clip_rect.Min, clip_rect.Max, false);
 
@@ -8609,6 +8992,10 @@ void ImGui::EndMenuBar()
         return;
     ImGuiContext& g = *GImGui;
 
+    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
+    IM_ASSERT(window->DC.MenuBarAppending);
+
     // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
     if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
     {
@@ -8635,11 +9022,9 @@ void ImGui::EndMenuBar()
         }
     }
 
-    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
-    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
-    IM_ASSERT(window->DC.MenuBarAppending);
     PopClipRect();
     PopID();
+    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
     window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
 
     // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here.
@@ -8706,22 +9091,33 @@ bool ImGui::BeginMainMenuBar()
     float height = GetFrameHeight();
     bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);
     g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
-
-    if (is_open)
-        BeginMenuBar();
-    else
+    if (!is_open)
+    {
         End();
+        return false;
+    }
+
+    // Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356)
+    g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings;
+    BeginMenuBar();
     return is_open;
 }
 
 void ImGui::EndMainMenuBar()
 {
+    ImGuiContext& g = *GImGui;
+    if (!g.CurrentWindow->DC.MenuBarAppending)
+    {
+        IM_ASSERT_USER_ERROR(0, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar
+        return;
+    }
+
     EndMenuBar();
+    g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356)
 
     // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
     // FIXME: With this strategy we won't be able to restore a NULL focus.
-    ImGuiContext& g = *GImGui;
-    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
+    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0)
         FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild);
 
     End();
@@ -8774,7 +9170,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
     if (g.MenusIdSubmittedThisFrame.contains(id))
     {
         if (menu_is_open)
-            menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+            menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
         else
             g.NextWindowData.ClearFlags();          // we behave like Begin() and need to consume those values
         return menu_is_open;
@@ -8805,7 +9201,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
     const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups;
     if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
     {
-        // Menu inside an horizontal menu bar
+        // Menu inside a horizontal menu bar
         // Selectable extend their highlight by half ItemSpacing in each direction.
         // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
         popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
@@ -8823,7 +9219,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
     {
         // Menu inside a regular/vertical menu
         // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
-        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
+        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
         popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
         float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
         float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
@@ -8936,7 +9332,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
         ImGuiLastItemData last_item_in_parent = g.LastItemData;
         SetNextWindowPos(popup_pos, ImGuiCond_Always);                  // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
         PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
-        menu_is_open = BeginPopupEx(id, window_flags);                  // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+        menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display)
         PopStyleVar();
         if (menu_is_open)
         {
@@ -9030,7 +9426,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
     {
         // Menu item inside a vertical menu
         // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
-        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
+        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
         float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
         float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;
         float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
@@ -9108,6 +9504,7 @@ struct ImGuiTabBarSection
 {
     int                 TabCount;               // Number of tabs in this section.
     float               Width;                  // Sum of width of tabs in this section (after shrinking down)
+    float               WidthAfterShrinkMinWidth;
     float               Spacing;                // Horizontal spacing at the end of the section.
 
     ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }
@@ -9168,6 +9565,19 @@ static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
     return ImGuiPtrOrIndex(tab_bar);
 }
 
+ImGuiTabBar* ImGui::TabBarFindByID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    return g.TabBars.GetByKey(id);
+}
+
+// Remove TabBar data (currently only used by TestEngine)
+void    ImGui::TabBarRemove(ImGuiTabBar* tab_bar)
+{
+    ImGuiContext& g = *GImGui;
+    g.TabBars.Remove(tab_bar->ID, tab_bar);
+}
+
 bool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
 {
     ImGuiContext& g = *GImGui;
@@ -9179,8 +9589,8 @@ bool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
     ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
     ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
     tab_bar->ID = id;
-    tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f);
-    tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f);
+    tab_bar->SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f);
+    tab_bar->SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f);
     //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false))
     flags |= ImGuiTabBarFlags_IsFocused;
     return BeginTabBarEx(tab_bar, tab_bar_bb, flags);
@@ -9300,6 +9710,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     ImGuiContext& g = *GImGui;
     tab_bar->WantLayout = false;
 
+    // Track selected tab when resizing our parent down
+    const bool scroll_to_selected_tab = (tab_bar->BarRectPrevWidth > tab_bar->BarRect.GetWidth());
+    tab_bar->BarRectPrevWidth = tab_bar->BarRect.GetWidth();
+
     // Garbage collect by compacting list
     // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
     int tab_dst_n = 0;
@@ -9376,6 +9790,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };
     g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
 
+    // Minimum shrink width
+    const float shrink_min_width = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed) ? g.Style.TabMinWidthShrink : 1.0f;
+
     // Compute ideal tabs widths + store them into shrink buffer
     ImGuiTabItem* most_recently_selected_tab = NULL;
     int curr_section_n = -1;
@@ -9398,10 +9815,13 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
         const char* tab_name = TabBarGetTabName(tab_bar, tab);
         const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
         tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;
+        if ((tab->Flags & ImGuiTabItemFlags_Button) == 0)
+            tab->ContentWidth = ImMax(tab->ContentWidth, g.Style.TabMinWidthBase);
 
         int section_n = TabItemGetSectionIdx(tab);
         ImGuiTabBarSection* section = &sections[section_n];
         section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
+        section->WidthAfterShrinkMinWidth += ImMin(tab->ContentWidth, shrink_min_width) + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
         curr_section_n = section_n;
 
         // Store data so we can build an array sorted by width if we need to shrink tabs down
@@ -9413,19 +9833,28 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     }
 
     // Compute total ideal width (used for e.g. auto-resizing a window)
+    float width_all_tabs_after_min_width_shrink = 0.0f;
     tab_bar->WidthAllTabsIdeal = 0.0f;
     for (int section_n = 0; section_n < 3; section_n++)
+    {
         tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
+        width_all_tabs_after_min_width_shrink += sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing;
+    }
 
     // Horizontal scrolling buttons
-    // (note that TabBarScrollButtons() will alter BarRect.Max.x)
-    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))
+    // Important: note that TabBarScrollButtons() will alter BarRect.Max.x.
+    const bool can_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed);
+    const float width_all_tabs_to_use_for_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) ? tab_bar->WidthAllTabs : width_all_tabs_after_min_width_shrink;
+    tab_bar->ScrollButtonEnabled = ((width_all_tabs_to_use_for_scroll > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && can_scroll);
+    if (tab_bar->ScrollButtonEnabled)
         if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))
         {
             scroll_to_tab_id = scroll_and_select_tab->ID;
             if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)
                 tab_bar->SelectedTabId = scroll_to_tab_id;
         }
+    if (scroll_to_tab_id == 0 && scroll_to_selected_tab)
+        scroll_to_tab_id = tab_bar->SelectedTabId;
 
     // Shrink widths if full tabs don't fit in their allocated space
     float section_0_w = sections[0].Width + sections[0].Spacing;
@@ -9439,11 +9868,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
         width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section
 
     // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore
-    if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))
+    const bool can_shrink = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyShrink) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed);
+    if (width_excess >= 1.0f && (can_shrink || !central_section_is_visible))
     {
         int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
         int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);
-        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);
+        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess, shrink_min_width);
 
         // Apply shrunk values into tabs and sections
         for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)
@@ -9486,7 +9916,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     tab_bar->TabsNames.Buf.resize(0);
 
     // If we have lost the selected tab, select the next most recently active one
-    if (found_selected_tab_id == false)
+    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+    if (found_selected_tab_id == false && !tab_bar_appearing)
         tab_bar->SelectedTabId = 0;
     if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
         scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
@@ -9498,7 +9929,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     // Apply request requests
     if (scroll_to_tab_id != 0)
         TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
-    else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))
+    else if (tab_bar->ScrollButtonEnabled && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))
     {
         const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;
         const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;
@@ -9772,7 +10203,7 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
 
     PushStyleColor(ImGuiCol_Text, arrow_col);
     PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
-    PushItemFlag(ImGuiItemFlags_ButtonRepeat, true);
+    PushItemFlag(ImGuiItemFlags_ButtonRepeat | ImGuiItemFlags_NoNav, true);
     const float backup_repeat_delay = g.IO.KeyRepeatDelay;
     const float backup_repeat_rate = g.IO.KeyRepeatRate;
     g.IO.KeyRepeatDelay = 0.250f;
@@ -9882,7 +10313,7 @@ bool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
         IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
         return false;
     }
-    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
+    IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
 
     bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
     if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
@@ -9928,6 +10359,23 @@ bool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
     return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
 }
 
+void    ImGui::TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+        return;
+    }
+    SetNextItemWidth(width);
+    TabItemEx(tab_bar, str_id, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL);
+}
+
 bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
 {
     // Layout whole tab bar if not already done
@@ -10001,7 +10449,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     else
     {
         tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
-        tab_bar->TabsNames.append(label, label + strlen(label) + 1);
+        tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1);
     }
 
     // Update selected tab
@@ -10015,7 +10463,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     }
 
     // Lock visibility
-    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
+    // (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!)
     bool tab_contents_visible = (tab_bar->VisibleTabId == id);
     if (tab_contents_visible)
         tab_bar->VisibleTabWasSubmitted = true;
@@ -10073,8 +10521,11 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
     if (g.DragDropActive)
         button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
-    bool hovered, held;
-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
+    bool hovered, held, pressed;
+    if (flags & ImGuiTabItemFlags_Invisible)
+        hovered = held = pressed = false;
+    else
+        pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
     if (pressed && !is_tab_button)
         TabBarQueueFocus(tab_bar, tab);
 
@@ -10106,36 +10557,59 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
 #endif
 
     // Render tab shape
-    ImDrawList* display_draw_list = window->DrawList;
-    const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed));
-    TabItemBackground(display_draw_list, bb, flags, tab_col);
-    if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f)
+    const bool is_visible = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible);
+    if (is_visible)
     {
-        float x_offset = IM_TRUNC(0.4f * style.TabRounding);
-        if (x_offset < 2.0f * g.CurrentDpiScale)
-            x_offset = 0.0f;
-        float y_offset = 1.0f * g.CurrentDpiScale;
-        display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize);
-    }
-    RenderNavCursor(bb, id);
+        ImDrawList* display_draw_list = window->DrawList;
+        const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed));
+        TabItemBackground(display_draw_list, bb, flags, tab_col);
+        if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f)
+        {
+            // Might be moved to TabItemBackground() ?
+            ImVec2 tl = bb.GetTL() + ImVec2(0, 1.0f * g.CurrentDpiScale);
+            ImVec2 tr = bb.GetTR() + ImVec2(0, 1.0f * g.CurrentDpiScale);
+            ImU32 overline_col = GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline);
+            if (style.TabRounding > 0.0f)
+            {
+                float rounding = style.TabRounding;
+                display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9);
+                display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11);
+                display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize);
+            }
+            else
+            {
+                display_draw_list->AddLine(tl - ImVec2(0.5f, 0.5f), tr - ImVec2(0.5f, 0.5f), overline_col, style.TabBarOverlineSize);
+            }
+        }
+        RenderNavCursor(bb, id);
 
-    // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
-    const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
-    if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button)
-        TabBarQueueFocus(tab_bar, tab);
+        // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
+        const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
+        if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button)
+            TabBarQueueFocus(tab_bar, tab);
 
-    if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
-        flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+        if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+            flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
 
-    // Render tab label, process close button
-    const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
-    bool just_closed;
-    bool text_clipped;
-    TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
-    if (just_closed && p_open != NULL)
-    {
-        *p_open = false;
-        TabBarCloseTab(tab_bar, tab);
+        // Render tab label, process close button
+        const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
+        bool just_closed;
+        bool text_clipped;
+        TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
+        if (just_closed && p_open != NULL)
+        {
+            *p_open = false;
+            TabBarCloseTab(tab_bar, tab);
+        }
+
+        // Tooltip
+        // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
+        // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
+        // FIXME: This is a mess.
+        // FIXME: We may want disabled tab to still display the tooltip?
+        if (text_clipped && g.HoveredId == id && !held)
+            if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
+                SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
     }
 
     // Restore main window position so user can draw there
@@ -10143,15 +10617,6 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         PopClipRect();
     window->DC.CursorPos = backup_main_cursor_pos;
 
-    // Tooltip
-    // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
-    // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
-    // FIXME: This is a mess.
-    // FIXME: We may want disabled tab to still display the tooltip?
-    if (text_clipped && g.HoveredId == id && !held)
-        if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
-            SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
-
     IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected
     if (is_tab_button)
         return pressed;
@@ -10241,13 +10706,12 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
 #endif
 
     // Render text label (with clipping + alpha gradient) + unsaved marker
-    ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
-    ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
+    ImRect text_ellipsis_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
 
     // Return clipped state ignoring the close button
     if (out_text_clipped)
     {
-        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;
+        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x;
         //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));
     }
 
@@ -10261,13 +10725,24 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
     //  'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false
     bool close_button_pressed = false;
     bool close_button_visible = false;
+    bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too.
+
     if (close_button_id != 0)
-        if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton))
-            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)
-                close_button_visible = true;
-    bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x);
+    {
+        if (is_contents_visible)
+            close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected));
+        else
+            close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected));
+    }
 
-    if (close_button_visible)
+    // When tabs/document is unsaved, the unsaved marker takes priority over the close button.
+    const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered);
+    if (unsaved_marker_visible)
+    {
+        ImVec2 bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5f;
+        RenderBullet(draw_list, bullet_pos, GetColorU32(ImGuiCol_UnsavedMarker));
+    }
+    else if (close_button_visible)
     {
         ImGuiLastItemData last_item_backup = g.LastItemData;
         if (CloseButton(close_button_id, button_pos))
@@ -10275,27 +10750,29 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
         g.LastItemData = last_item_backup;
 
         // Close with middle mouse button
-        if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
+        if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
             close_button_pressed = true;
     }
-    else if (unsaved_marker_visible)
-    {
-        const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz));
-        RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));
-    }
 
     // This is all rather complicated
     // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position)
     // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..
-    float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
+    float ellipsis_max_x = text_ellipsis_clip_bb.Max.x;
     if (close_button_visible || unsaved_marker_visible)
     {
-        text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f);
-        text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f;
-        ellipsis_max_x = text_pixel_clip_bb.Max.x;
+        const bool visible_without_hover = unsaved_marker_visible || (is_contents_visible ? g.Style.TabCloseButtonMinWidthSelected : g.Style.TabCloseButtonMinWidthUnselected) < 0.0f;
+        if (visible_without_hover)
+        {
+            text_ellipsis_clip_bb.Max.x -= button_sz * 0.90f;
+            ellipsis_max_x -= button_sz * 0.90f;
+        }
+        else
+        {
+            text_ellipsis_clip_bb.Max.x -= button_sz * 1.00f;
+        }
     }
     LogSetNextTextDecoration("/", "\\");
-    RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);
+    RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, NULL, &label_size);
 
 #if 0
     if (!is_contents_visible)
diff --git a/external/imgui/imstb_textedit.h b/external/imgui/imstb_textedit.h
index b7a761c..583508f 100644
--- a/external/imgui/imstb_textedit.h
+++ b/external/imgui/imstb_textedit.h
@@ -5,7 +5,8 @@
 // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
 // - Added name to struct or it may be forward declared in our code.
 // - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
-// Grep for [DEAR IMGUI] to find the changes.
+// - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
+// Grep for [DEAR IMGUI] to find some changes.
 // - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
 
 // stb_textedit.h - v1.14  - public domain - Sean Barrett
@@ -39,6 +40,7 @@
 //
 // VERSION HISTORY
 //
+//   !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
 //   1.14 (2021-07-11) page up/down, various fixes
 //   1.13 (2019-02-07) fix bug in undo size management
 //   1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
@@ -141,12 +143,14 @@
 //                                        with previous char)
 //    STB_TEXTEDIT_KEYTOTEXT(k)         maps a keyboard input to an insertable character
 //                                        (return type is int, -1 means not valid to insert)
+//                                        (not supported if you want to use UTF-8, see below)
 //    STB_TEXTEDIT_GETCHAR(obj,i)       returns the i'th character of obj, 0-based
 //    STB_TEXTEDIT_NEWLINE              the character returned by _GETCHAR() we recognize
 //                                        as manually wordwrapping for end-of-line positioning
 //
 //    STB_TEXTEDIT_DELETECHARS(obj,i,n)      delete n characters starting at i
-//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
+//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   try to insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
+//                                           returns number of characters actually inserted. [DEAR IMGUI]
 //
 //    STB_TEXTEDIT_K_SHIFT       a power of two that is or'd in to a keyboard input to represent the shift key
 //
@@ -178,6 +182,13 @@
 //    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text
 //    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text
 //
+// To support UTF-8:
+//
+//    STB_TEXTEDIT_GETPREVCHARINDEX      returns index of previous character
+//    STB_TEXTEDIT_GETNEXTCHARINDEX      returns index of next character
+//    Do NOT define STB_TEXTEDIT_KEYTOTEXT.
+//    Instead, call stb_textedit_text() directly for text contents.
+//
 // Keyboard input must be encoded as a single integer value; e.g. a character code
 // and some bitflags that represent shift states. to simplify the interface, SHIFT must
 // be a bitflag, so we can test the shifted state of cursor movements to allow selection,
@@ -250,8 +261,10 @@
 //          if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are
 //          transformed into text and stb_textedit_text() is automatically called.
 //
-//      text: [DEAR IMGUI] added 2024-09
-//          call this to text inputs sent to the textfield.
+//      text: (added 2025)
+//          call this to directly send text input the textfield, which is required
+//          for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT()
+//          cannot infer text length.
 //
 //
 //   When rendering, you can read the cursor position and selection state from
@@ -400,6 +413,16 @@ typedef struct
 #define IMSTB_TEXTEDIT_memmove memmove
 #endif
 
+// [DEAR IMGUI]
+// Functions must be implemented for UTF8 support
+// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
+// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
+#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
+#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(OBJ, IDX) ((IDX) - 1)
+#endif
+#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
+#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(OBJ, IDX) ((IDX) + 1)
+#endif
 
 /////////////////////////////////////////////////////////////////////////////
 //
@@ -407,7 +430,7 @@ typedef struct
 //
 
 // traverse the layout to locate the nearest character to a display position
-static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
+static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y, int* out_side_on_line)
 {
    StbTexteditRow r;
    int n = STB_TEXTEDIT_STRINGLEN(str);
@@ -417,6 +440,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
    r.x0 = r.x1 = 0;
    r.ymin = r.ymax = 0;
    r.num_chars = 0;
+   *out_side_on_line = 0;
 
    // search rows to find one that straddles 'y'
    while (i < n) {
@@ -436,7 +460,10 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
 
    // below all text, return 'after' last character
    if (i >= n)
+   {
+      *out_side_on_line = 1;
       return n;
+   }
 
    // check if it's before the beginning of the line
    if (x < r.x0)
@@ -449,6 +476,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
       for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) {
          float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
          if (x < prev_x+w) {
+            *out_side_on_line = (k == 0) ? 0 : 1;
             if (x < prev_x+w/2)
                return k+i;
             else
@@ -460,6 +488,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
    }
 
    // if the last character is a newline, return that. otherwise return 'after' the last character
+   *out_side_on_line = 1;
    if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
       return i+r.num_chars-1;
    else
@@ -471,6 +500,7 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st
 {
    // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
    // goes off the top or bottom of the text
+   int side_on_line;
    if( state->single_line )
    {
       StbTexteditRow r;
@@ -478,16 +508,18 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st
       y = r.ymin;
    }
 
-   state->cursor = stb_text_locate_coord(str, x, y);
+   state->cursor = stb_text_locate_coord(str, x, y, &side_on_line);
    state->select_start = state->cursor;
    state->select_end = state->cursor;
    state->has_preferred_x = 0;
+   str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left);
 }
 
 // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
 static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
 {
    int p = 0;
+   int side_on_line;
 
    // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
    // goes off the top or bottom of the text
@@ -501,8 +533,9 @@ static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *sta
    if (state->select_start == state->select_end)
       state->select_start = state->cursor;
 
-   p = stb_text_locate_coord(str, x, y);
+   p = stb_text_locate_coord(str, x, y, &side_on_line);
    state->cursor = state->select_end = p;
+   str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left);
 }
 
 /////////////////////////////////////////////////////////////////////////////
@@ -552,6 +585,8 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING
       STB_TEXTEDIT_LAYOUTROW(&r, str, i);
       if (n < i + r.num_chars)
          break;
+      if (str->LastMoveDirectionLR == ImGuiDir_Right && str->Stb->cursor > 0 && str->Stb->cursor == i + r.num_chars && STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] Wrapping point handling
+         break;
       if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE)  // [DEAR IMGUI] special handling for last line
          break;   // [DEAR IMGUI]
       prev_start = i;
@@ -648,15 +683,33 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt
    }
 }
 
-// [DEAR IMGUI]
-// Functions must be implemented for UTF8 support
-// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
-// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
-#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
-#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1)
+// [DEAR IMGUI] Extracted this function so we can more easily add support for word-wrapping.
+#ifndef STB_TEXTEDIT_MOVELINESTART
+static int stb_textedit_move_line_start(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor)
+{
+   if (state->single_line)
+      return 0;
+   while (cursor > 0) {
+      int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, cursor);
+      if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE)
+         break;
+      cursor = prev;
+   }
+   return cursor;
+}
+#define STB_TEXTEDIT_MOVELINESTART stb_textedit_move_line_start
 #endif
-#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
-#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1)
+#ifndef STB_TEXTEDIT_MOVELINEEND
+static int stb_textedit_move_line_end(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor)
+{
+   int n = STB_TEXTEDIT_STRINGLEN(str);
+   if (state->single_line)
+      return n;
+   while (cursor < n && STB_TEXTEDIT_GETCHAR(str, cursor) != STB_TEXTEDIT_NEWLINE)
+      cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, cursor);
+   return cursor;
+}
+#define STB_TEXTEDIT_MOVELINEEND stb_textedit_move_line_end
 #endif
 
 #ifdef STB_TEXTEDIT_IS_SPACE
@@ -668,9 +721,9 @@ static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
 #ifndef STB_TEXTEDIT_MOVEWORDLEFT
 static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c )
 {
-   --c; // always move at least one character
-   while( c >= 0 && !is_word_boundary( str, c ) )
-      --c;
+   c = IMSTB_TEXTEDIT_GETPREVCHARINDEX( str, c ); // always move at least one character
+   while (c >= 0 && !is_word_boundary(str, c))
+      c = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, c);
 
    if( c < 0 )
       c = 0;
@@ -684,9 +737,9 @@ static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c
 static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c )
 {
    const int len = STB_TEXTEDIT_STRINGLEN(str);
-   ++c; // always move at least one character
+   c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); // always move at least one character
    while( c < len && !is_word_boundary( str, c ) )
-      ++c;
+      c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c);
 
    if( c > len )
       c = len;
@@ -725,7 +778,8 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
    stb_textedit_clamp(str, state);
    stb_textedit_delete_selection(str,state);
    // try to insert the characters
-   if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
+   len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len);
+   if (len) {
       stb_text_makeundo_insert(state, state->cursor, len);
       state->cursor += len;
       state->has_preferred_x = 0;
@@ -739,6 +793,7 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
 #define STB_TEXTEDIT_KEYTYPE int
 #endif
 
+// API key: process text input
 // [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
 static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
 {
@@ -749,14 +804,15 @@ static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* sta
    if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
       stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
       STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
-      if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
+      text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
+      if (text_len) {
          state->cursor += text_len;
          state->has_preferred_x = 0;
       }
-   }
-   else {
+   } else {
       stb_textedit_delete_selection(str, state); // implicitly clamps
-      if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
+      text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
+      if (text_len) {
          stb_text_makeundo_insert(state, state->cursor, text_len);
          state->cursor += text_len;
          state->has_preferred_x = 0;
@@ -771,6 +827,7 @@ retry:
    switch (key) {
       default: {
 #ifdef STB_TEXTEDIT_KEYTOTEXT
+         // This is not suitable for UTF-8 support.
          int c = STB_TEXTEDIT_KEYTOTEXT(key);
          if (c > 0) {
             IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c;
@@ -911,15 +968,16 @@ retry:
 
             // [DEAR IMGUI]
             // going down while being on the last line shouldn't bring us to that line end
-            if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
-               break;
+            //if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
+            //   break;
 
             // now find character position down a row
             state->cursor = start;
             STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
             x = row.x0;
-            for (i=0; i < row.num_chars; ++i) {
+            for (i=0; i < row.num_chars; ) {
                float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
+               int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
                #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
                if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
                   break;
@@ -927,10 +985,13 @@ retry:
                x += dx;
                if (x > goal_x)
                   break;
-               state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
+               i += next - state->cursor;
+               state->cursor = next;
             }
             stb_textedit_clamp(str, state);
 
+            if (state->cursor == find.first_char + find.length)
+               str->LastMoveDirectionLR = ImGuiDir_Left;
             state->has_preferred_x = 1;
             state->preferred_x = goal_x;
 
@@ -980,8 +1041,9 @@ retry:
             state->cursor = find.prev_first;
             STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
             x = row.x0;
-            for (i=0; i < row.num_chars; ++i) {
+            for (i=0; i < row.num_chars; ) {
                float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
+               int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
                #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
                if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
                   break;
@@ -989,10 +1051,15 @@ retry:
                x += dx;
                if (x > goal_x)
                   break;
-               state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
+               i += next - state->cursor;
+               state->cursor = next;
             }
             stb_textedit_clamp(str, state);
 
+            if (state->cursor == find.first_char)
+               str->LastMoveDirectionLR = ImGuiDir_Right;
+            else if (state->cursor == find.prev_first)
+               str->LastMoveDirectionLR = ImGuiDir_Left;
             state->has_preferred_x = 1;
             state->preferred_x = goal_x;
 
@@ -1002,10 +1069,15 @@ retry:
             // go to previous line
             // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
             prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
-            while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
-               --prev_scan;
+            while (prev_scan > 0)
+            {
+               int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan);
+               if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE)
+                  break;
+               prev_scan = prev;
+            }
             find.first_char = find.prev_first;
-            find.prev_first = prev_scan;
+            find.prev_first = STB_TEXTEDIT_MOVELINESTART(str, state, prev_scan);
          }
          break;
       }
@@ -1079,10 +1151,7 @@ retry:
       case STB_TEXTEDIT_K_LINESTART:
          stb_textedit_clamp(str, state);
          stb_textedit_move_to_first(state);
-         if (state->single_line)
-            state->cursor = 0;
-         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
-            --state->cursor;
+         state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor);
          state->has_preferred_x = 0;
          break;
 
@@ -1090,13 +1159,9 @@ retry:
       case STB_TEXTEDIT_K_LINEEND2:
 #endif
       case STB_TEXTEDIT_K_LINEEND: {
-         int n = STB_TEXTEDIT_STRINGLEN(str);
          stb_textedit_clamp(str, state);
-         stb_textedit_move_to_first(state);
-         if (state->single_line)
-             state->cursor = n;
-         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
-             ++state->cursor;
+         stb_textedit_move_to_last(str, state);
+         state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor);
          state->has_preferred_x = 0;
          break;
       }
@@ -1107,10 +1172,7 @@ retry:
       case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
          stb_textedit_clamp(str, state);
          stb_textedit_prep_selection_at_cursor(state);
-         if (state->single_line)
-            state->cursor = 0;
-         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
-            --state->cursor;
+         state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor);
          state->select_end = state->cursor;
          state->has_preferred_x = 0;
          break;
@@ -1119,13 +1181,9 @@ retry:
       case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
 #endif
       case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
-         int n = STB_TEXTEDIT_STRINGLEN(str);
          stb_textedit_clamp(str, state);
          stb_textedit_prep_selection_at_cursor(state);
-         if (state->single_line)
-             state->cursor = n;
-         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
-            ++state->cursor;
+         state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor);
          state->select_end = state->cursor;
          state->has_preferred_x = 0;
          break;
@@ -1300,7 +1358,7 @@ static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
    // check type of recorded action:
    if (u.insert_length) {
       // easy case: was a deletion, so we need to insert n characters
-      STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
+      u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
       s->undo_char_point -= u.insert_length;
    }
 
@@ -1351,7 +1409,7 @@ static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
 
    if (r.insert_length) {
       // easy case: need to insert n characters
-      STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
+      r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
       s->redo_char_point += r.insert_length;
    }
 
diff --git a/external/imgui/imstb_truetype.h b/external/imgui/imstb_truetype.h
index 976f09c..cf33289 100644
--- a/external/imgui/imstb_truetype.h
+++ b/external/imgui/imstb_truetype.h
@@ -4516,8 +4516,8 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
             q2[0] = (float)x2;
             q2[1] = (float)y2;
             if (equal(q0,q1) || equal(q1,q2)) {
-               x0 = (int)verts[i-1].x;
-               y0 = (int)verts[i-1].y;
+               x0 = (int)verts[i-1].x; //-V1048
+               y0 = (int)verts[i-1].y; //-V1048
                x1 = (int)verts[i  ].x;
                y1 = (int)verts[i  ].y;
                if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
diff --git a/src/RobotoMedium.h b/src/RobotoMedium.h
index a416f51..eaf2248 100644
--- a/src/RobotoMedium.h
+++ b/src/RobotoMedium.h
@@ -6,7 +6,7 @@
 // File: 'Roboto-Medium.ttf' (162588 bytes)
 // Exported using binary_to_compressed_c.cpp
 static const uint32_t RobotoMedium_compressed_size = 115741;
-static const uint32_t RobotoMedium_compressed_data[115744/4] =
+static const uint32_t RobotoMedium_compressed_data[115744 / 4] =
 {
     0x0000bc57, 0x00000000, 0x1c7b0200, 0x00000400, 0x00010025, 0x82110000, 0x042e0804, 0x50471000, 0xaa7d534f, 0x02008c71, 0x0000a808, 0x53470c59, 
     0x9c4c4255, 0x0200e028, 0x0000b461, 0x534f6819, 0x0ba1322f, 0x0000b6b1, 0x35829801, 0x6d63603c, 0x26407061, 0x00007248, 0x00006c1a, 0x7663c812, 
diff --git a/src/main.cc b/src/main.cc
index 479ac89..694152f 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -363,7 +363,7 @@ int main(int argc, char** argv)
                 static int selected = 0;
                 {
                     ImGui::BeginChild("left_pane", ImVec2(150, 0),
-                                      ImGuiChildFlags_Border |
+                                      ImGuiChildFlags_Borders |
                                       ImGuiChildFlags_ResizeX);
 
                     for (auto &iter: catalog)
